Author Archives: sjobjorn

NBUC: round 3 results and final

Round 3 is over, with the following results…

Greenskin Urmy vs. Bulmers Buxom Bikini Babes: 1-0
Ullern Gatorades vs. Viltnemda: concession
Deploraballers vs. Snorres Nurgle: 1-0
…giving us the following rankings:

NR Team Points Conc TDD TD CasD Cas
1 Ullern Gatorades 6 0 4 5 0 2
2 Deploraballers 4 0 2 5 -2 2
3 Greenskin Urmy 4 0 2 3 3 4
4 Snorres Nurgle 3 0 -1 1 1 1
5 Viltnemda 3 1 -1 2 2 3
6 Roma Dictatoribus 2 0 -2 3 -1 1
7 Bulmers Buxom Bikini Babes 2 1 -1 0 -3 0

Matchup for the final:

Ullern Gatorades vs. Deploraballers

Good luck to coaches Collett and Vestersjø, give ’em hell, try to schedule your match at a time when as many people as possible can spectate.

Stats for this weeks matches:

Greenskins: +1 fan factor, 80k winnings, Genrul Idjit(1xCas), Privvut Stab(1xTD, MVP, +diving tackle)
Bikini-Babes: Pre match(hire apothecary), 60k winnings, Brianna Burns(MVP)
Gatorades: 70k winnings, Benedicte(2xTD, +AG), Peter Thomas(1xCas, MVP)
Viltnemda: -1 fan factor, Løpetid(1xCas)
Deploraballers: Pre match(hire apothecary), +1 fan factor, 70k winnings, 2Pence(1xTD, -AG), T.Rex(DEAD), Ban Boy(MVP, +dodge
Snorre: 10k winnings, warrior(1xCas, MVP, +tackle), post match(free rotter: T-Rex)

NBUC: round 2 results and round 3 matches

Second round is over with the following results…

Ullern Gatorades vs. Greenskin Urmy: 1-0
Deploraballers vs. Roma Dictatoribus: 3-2
Viltnemda vs. Snorres Nurglings: 1-1

…giving us the following rankings:

NR Team Points TDD TD CasD Cas
1 Ullern Gatorades 4 2 3 0 1
2 Viltnemda 3 1 2 2 2
3 Snorres Nurgle 3 0 1 0 0
4 Deploraballers 2 0 4 -1 2
5 Greenskin Urmy 2 0 2 2 3
6 Bulmers Buxom Bikini Babes 2 -1 0 -2 0
7 Roma Dictatoribus 0 -2 3 -1 1

Matchups for next round:

Ullern Gatorades vs. Viltnemda
Snorres Nurgle vs. Deploraballers
Greenskin Urmy vs. Bulmers Buxom Bikini Babes
Roma Dictatoribus gets a buy.

Please try to get the match scheduled and played by the 14th, or ask the commissioner for an extension if you know you can’t.

Stats for this weeks matches:

Gatorades: +1 fan factor, 10k winnings, Peter Thomas(1xTD, 1xCas), Hans Christian(MVP, +block)
Greenskins: Pre match(hire apothecary), -1 fan factor, 10k winnings, Genrul Idjit(1xCas, MVP, +piling on)
Deploraballers: -1 fan factor, 50k winnings, Betsy Tha DeVa(MNG), 2Pence(2xTD, +dodge), Biggie Smallhands(2xComp, +accurate), jKush(1xTD, +dodge), Prince Moranion(2xCas)
Roma: 40k winnings, Titus(2xTD, MVP, +sprint), Domitian(1xComp), Aug(1xCas), Galba(DEAD)
Viltnemda: -1 fan factor, 20k winnings, Ungfole Frisk(1xTD, MVP, +strip ball)
Nurgle: 30k, Prestigor(1xTD, MVP, +dodge)

NBUC: round 1 results and round 2 matches

The first round of matches has been played with the following results.

Ullern Gatorades vs. Roma Dictatoribus: 2-1
Greenskin Urmy vs. Deploraballers: 2-1
Viltnemda vs. Bulmers Buxom Bikini Babes: concede

We end up with the following rankings:

NR Team Points TDD TD CasD
1 Greenskin Urmy 2 1 2 2
2 Ullern Gatorades 2 1 2 0
3 Viltnemda 2 1 1 2
4 Snorres Nurgle 2 0 0 0
5 Roma Dictatoribus 0 -1 1 0
6 Deploraballers 0 -1 1 -2
7 Bulmers Buxom Bikini Babes 0 -1 0 -2

Matchups for next round:

Greenskin Urmy vs. Ullern Gatorades
Viltnemda vs. Snorres Nurgle
Roma Dictatoribus vs. Deploraballers
Bikini Babes get a buy.

Stats for this weeks matches:

Gatorades: 40k winnings, +1 fan factor, Benedicte(1xTD), Peter Thomas(1xTD, +mighty blow), Hans Christian(MVP)
Roma: pre match(Hire thrower Domitrian & apothecary), 20k winnings, Titus(1xTD), Marcus Aurelius(MVP, +AG)
Urmy: 70k winnings, +1 fan factor, Capt’n Bouncypants(1xTD, MVP, +sure feet), Privvut Stab(1xCas), Privvut Kick(1xTD), Privvut Poke(1xCas)
Deploraballers: 40k winnings, Ban Boy(1xTD, MNG), jKush(MVP)
Viltnemda: 20k winnings, +1 fan factor, Tiurleik(2xCas), Brunst Bekkerø(MVP, +block), Ungfole Frisk(1xCas)
Bikini Babes: Long-armed Lisa(-AV), -1 fan factor

Norse Bowl kick-off table

The following kick-off table will be used in Norse Bowl Undercup 2.

2d6 Result
2 Get the ref: The fans exact gruesome revenge on the referee for some of the dubious decisions he has made either during this match or in the past. His replacement is so intimidated that he can be more easily persuaded to look the other way. Each team receives 1 additional Bribe to use during the game. A bribe allows you to attempt to ignore one call by the referee for a player who has committed a foul to be sent off or a player armed with a secret weapon. Roll a D6, on a 2-6 the bribe is effective (preventing a Turnover if the player was ejected for fouling) but on a roll of a 1 the bribe is wasted and the call still stands. Each Bribe may be used once per match.
3 Riot: The trash talk between two opposing players explodes and rapidly degenerates involving the rest of the players. If the receiving team’s turn marker is on turn 6 for the half, both teams move their turn marker back one space as the referee resets the clock back to before the fight started. If the receiving team has not yet taken a turn this half the referee lets the clock run on during the fight and both teams’ turn markers are moved forward one space. Otherwise roll a D6. On a 1-3, both teams’ turn markers are moved forward one space. On a 4-6, both team’s turn markers are moved back one space.
4 Defensive shift: The players on the kicking team are allowed to move up to a total of 7 squares, divided among them as the coach decides. This is a free move and may be used to cross the Line of Scrimmage.
5 Perfect offense: The receiving team’s coach may reorganize his players (the new setup must still be a legal setup).
6 Cheering fans: Each team rolls a d6 and adds their FAME modifier and number of Cheerleaders. The team with a higher score gains a Team Reroll. In the case of a tie, neither side gets a reroll.
7 Changing weather: Make a new roll on the Weather table. Apply the new Weather roll. If the new Weather roll was a ‘Nice’ result then a gentle gust of wind makes the ball scatter one extra square in a random direction before landing.
8 Brilliant coaching: Each team rolls a D6 and adds their FAME modifier and number of Assistant Coaches. The team with a higher score gains a Team Re-roll. In the case of a tie, neither side gets a re-roll.
9 Quick snap: The offence start their drive a fraction before the defense is ready, catching the kicking team flat footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into an adjacent empty square, ignoring tackle zones. It may be used to cross the recievers line of scrimmage.
10 Blitz!: The defence start their drive a fraction before the offence is ready, catching the receiving team flat-footed. The kicking team receives a free ‘bonus’ turn: however, the coach may only choose three players to perform an Action. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover then the bonus turn ends immediately.
11 Raging fans: Enraged fans fail to get onto the pitch, and instead attack the teams dugouts. Make an injury roll for each player in the KO and reserves boxes of both teams. A result of Stunned has no effect, a KO moves the player to the KO recovery box unless they were there already, and a Casualty moves the player to the Dead and Injured box as if they were Badly Hurt. Do not roll armour.
12 Bad habits: One player has partied a little too hard the night before the match and fails to get onto the pitch in time for the kick-off. Each coach rolls a D6 and adds their FAME to the roll. The team with the lower total is the one with the missing player. In case of a tie both teams are missing a player. Decide randomly which player to remove from the pitch, the coach plays with the remaining players in whatever positions they were set up in.

Norse Bowl Undercup 2

Wednesday the 14th we’ll kick off the second Undercup, and play the first round of matches if possible. Teams of any value can enter, though high value teams should consider avoiding raising their TV further if they want to participate in next season. The cup will use the following rules:

  • Swiss format with bracket pairings: The tournament will consist of three rounds of matches followed by a final. The first rounds pairings are chosen at random, in later rounds teams are paired against the one closest to them in the rankings, with a buy going to the lowest ranked team if we get an odd number of players. Finally the two highest-ranked teams meet in the final.
  • The first rounds matchups will be determined and announced on the 14th, later rounds whenever the previous has been finished. Coaches must plan and play their matches within one week of the match being announced, unless the previous round ended early in which case the extra time carries over. If a coach fails to plan their match or fails to show up for the entire week they lose on walkover, counting as a concession for all purposes. If both teams fail to plan or play they both suffer the effects of a loss by concession. If both teams have tried to plan their match but failed to find a time where both are available, they can choose between getting an automatic draw with points, winnings and MVPs, or asking the commissioner for more time to get their match played. The extension will be adjudicated as the commissioner sees fit.
  • 2-1-0 points. A victory awards 2 points, a draw awards both teams 1 point. If two teams are tied for the most points, the highest rank is decided by the following tiebreakers: lowest number of concessions, touchdown difference, touchdown total, casualty difference, casualty total. In the unlikely event these are not enough to rank all players, go through the sums of the same statistics for all of a teams opponents, in the same order. If the teams are still not ranked, resolve remaining ties in the favor of the team with the best fluff, decided by consensus and probably a lot of shouting.
  • Spiralling expenses begin at 800 TV, and increases with every 100 TV.
  • A Norse Bowl 7’s kick-off table has been designed, and will be used and tested in the NBUC. It will be described in a separate announcement.
  • The Norsca weather table will be used for all matches, and has gone through some slight changes.
  • In the final, both teams have double the number of spectators, earn double the amount of gold, and get to reroll the Fan Factor roll during the post match sequence if they want to. Star players and Mercenaries cannot be induced for the final.
  • In addition to fame, glory and a lot of gold, the winner of the final get a trophy that adds 50k to their petty cash whenever they’re playing against a team with a higher Team Value.
  • After the final the players with the most touchdowns scored, most casualties inflicted or most passes completed among all teams get the skill Fan Favourite, with no addition to their value. If more than one player is tied for one of these records all of them gets the skill. All previously existing Fan Favourite awards will be removed.

So far it seems everyone plans to show up on the 14th, but if anyone do not they can still participate in the event as long as they announce their interest and what team they are playing. If they plan to enter a new team the teams race and name must be announced, but its exact composition can be worked out later.

So everyone come, play and be merry, and bash each others players into the imaginary snow.

Trainer Nordheim

Results from Norse Bowl 7s Cup 3

The playoffs are over and the winner has been crowned!

Winner: The Church of Ted
2nd place: Svartalfheim screamers
3rd place: Columbia Coinflippers
4th place: Ullern Gatorades
5th place: Roma Dictatoribus

Quarter finals

Columbia Coinflippers vs. Roma Dictatoribus: 2-1

While the weather and the crowd play a significant role in the outcome, muddy ground making running difficult and rocks being thrown at unsuspecting dictators, the Coinflippers win partly because of their strict adherence to a tried and true tactic; the Wall.

Coinflippers: 20k winnings, +1 fan factor, Carly(2xComp, 1xTD, MVP), Jeb!(1xTD)

Roma: pre match(fire Tiberius, hire lineman Marcus Aurelius), 40k winnings, Marcus Aurelius(1xTD), Galba(2xComp), Nero(MVP, +AG)

The Church of Ted vs. Ullern Gatorades: 2-1

The Gatorades start the match at a disadvantage, with a saurus out of commission and having to rely on skinks a lot more than they are accustomed to. The Church manage capitalize on this and among other achievements surf the ST5 saurus, and even though they make the spectacular mistake of forgetting to field their star berzerker in the second half they secure the semifinal spot.

Church: 10k winnings, Rage Bishop(2xTD, +guard), Immortal Fang(MVP)

Gatorades: pre match(hire skink Emile, skink Therese, returning saurus Hans Christian), 50k winnings, -1 fan factor, Benedicte(1xTD), Peter Thomas(MVP)

Screamers

Screamers get a buy and advance

Semifinal

The Church of Ted vs. Columbia Coinflippers: 2-1

The Coinflippers fall to the (somewhat) dark horse, failing to enact their usual strategy of voilence and destruction against the fragile, frenzied fanatics.

Church: 50k winnings, +1 fan factor, Gospel Howler(1xTD), Angry Paladin(1xTD, MVP, +tackle)

Coinflippers: -20k winnings, Carly(1xComp, +strong arm), lincoln(1xTD), Hillary(2xCas, MVP), Donald(MNG)

Screamers

Screamers get a buy and advance

Qualifier

Ullern Gatorades vs. Roma Dictatoribus: 2-1

The quarterfinal losers battle it out in the snow, resulting in a win for the lizards.

Gatorades: 50k winnings, +1 fan factor, Anne Cathrine(1xCas), Therese(1xTD), Benedicte(1xTD), Peter Thomas(MVP)

Roma: 40k winnings, Titus(1xTD), Nero(MVP)

Final

Church of Ted vs. Svartalfheim Screamers: 2-1

After a gruelling match where the Screamers get every single blitzer removed from the pitch, and still keep a tie going into overtime, the church finally manage to drag out a victory. For the glory of Ted!

Church: pre match(spend 170k on inducements), 80k winnings, +1 fan factor, Angry Paladin(1xCas), Rage Bishop(1xTD), Immortal Fang(1xTD, MVP, +wrestle)

Screamers: pre match(spend 150k on inducements), 20k winnings, -1 fan factor, Ravn Vargbiter(1xCas), Fenris Vargbiter(1xTD), Elfgim Jernverge(MVP)

The Church of Ted goes home with the trophy, granting them gold, glory and a team reroll not counting towards team value for as long as they can hold the title.

Thanks for participating, everyone! Don’t get too discouraged by me crushing you all, you’ll get a chance to eviscerate my norsemen next season.

Columbia Coinflippers vs. Ullern Gatorades: 0-0

Season 3 | Match 19

The Coinflippers mangle the Gatorades going into the playoffs, but do not get any touchdowns.

Coinflippers: 0k winnings, -1 fan factor, Bernie(2xCas), Lincoln(1xCas), Hillary(1xCas), Jeb!(MVP, +wrestle)

Gatorades: pre match(fire Joachim), 30k winnings, -1 fan factor, Carl Christoffer(MNG), Peter Thomas(MVP)

BB7s kick-off table

The following kick-off table will be used for Norse Bowl 7’s Cup III. It may be changed for future seasons and tournaments.

2d6 Result
2 Get the ref: The fans exact gruesome revenge on the referee for some of the dubious decisions he has made either during this match or in the past. His replacement is so intimidated that he can be more easily persuaded to look the other way. Each team receives 1 additional Bribe to use during the game. A bribe allows you to attempt to ignore one call by the referee for a player who has committed a foul to be sent off or a player armed with a secret weapon. Roll a D6, on a 2-6 the bribe is effective (preventing a Turnover if the player was ejected for fouling) but on a roll of a 1 the bribe is wasted and the call still stands. Each Bribe may be used once per match.
3 Riot: The trash talk between two opposing players explodes and rapidly degenerates involving the rest of the players. If the receiving team’s turn marker is on turn 6 for the half, both teams move their turn marker back one space as the referee resets the clock back to before the fight started. If the receiving team has not yet taken a turn this half the referee lets the clock run on during the fight and both teams’ turn markers are moved forward one space. Otherwise roll a D6. On a 1-3, both teams’ turn markers are moved forward one space. On a 4-6, both team’s turn markers are moved back one space.
4 Defensive shift: All players on the kicking team are allowed to move one square. This is a free move and may be used to cross the Line of Scrimmage.
5 Offensive motion: The receiving team’s coach may reorganize his players (the new setup must still be a legal setup).
6 Cheering fans: Each team rolls a d6 and adds their FAME modifier and number of Cheerleaders. The team with a higher score gains a Team Reroll. In the case of a tie, neither side gets a reroll.
7 Changing weather: Make a new roll on the Weather table. Apply the new Weather roll. If the new Weather roll was a ‘Nice’ result then a gentle gust of wind makes the ball scatter one extra square in a random direction before landing.
8 Brilliant coaching: Each team rolls a D6 and adds their FAME modifier and number of Assistant Coaches. The team with a higher score gains a Team Re-roll. In the case of a tie, neither side gets a re-roll.
9 Quick snap: The offence start their drive a fraction before the defense is ready, catching the kicking team flat footed. All of the players on the receiving team are allowed to move one square. This is a free move and may be made into an adjacent empty square, ignoring tackle zones. It may be used to cross the recievers line of scrimmage.
10 Charge: The kicking team’s coach chooses a number between zero and three. All players on the kicking team are moved directly forward this number of squares. This is a free move, ignores player movement and does not require activation or GFIs.
11 Throw a rock: An enraged fan hurls a large rock at one of the players on the opposing team. Each coach rolls a D6 and adds their FAME to the roll. The fans of the team with the higher total are the ones who threw the rock. In case of a tie a rock is thrown at each team! Decide randomly which player on the opposing team was hit (only players on the pitch are eligible) and roll for the effects of the injury straight away. No armour roll is required.
12 Pitch invasion: Both coaches rolls a D6 for each opposing player on the pitch and adds their FAME to the roll. If the roll is a 6 or more after modification then the player is Stunned (players with the Ball & Chain are KO’d). A roll of 1 before adding FAME will always have no effect.

Norse Bowl 7’s Cup 3

The playoffs are just around the corner, and the Norse Bowl 7’s Cup will be held Saturday and Sunday, the 29th and 30th.

To qualify, participating teams must have played at least as many matches in season 3 as there are opposing teams. As everyone has played more than 4 matches, all teams currently participating in the season will qualify for the tournament.

The quarterfinals will be held on Saturday, with time allowed for one last season match early in the day. The semifinal, qualifier match and final will be played on Sunday.

As there are five active teams the top ranked player will automatically qualify for the finals, the rest of the teams will compete to be the challengers in single elimination with matchups decided by group seeding. The second and third ranked teams will be paired at random against the fourth and fifth in the standings. The winners will face off in the semifinal for a spot in the final against the highest ranked team. The losers will meet in the qualifier, to decide the fourth and fifth place in the tournament. Matchups for the quarterfinals will be rolled immediately before kickoff.

We aim at starting 17.00 both days.

The following rules will be used for the tournament:

  • The kick-off table will be changed to the one used in NAFs official Blood Bowl 7’s rule set. Will be described in a separate announcement.
  • The Norsca weather table will be used in all matches.
  • Inducement rules will be as follows: After calculating petty cash the player with the highest Team Value may spend money from their treasury to buy inducements. Then the player with the lower Team Value may spend money to add to their petty cash. Finally, the player who spent less money recieves petty cash equal to the difference between the amounts spent (not including petty cash recieved from having a tower TV). This means however much money is spent, each teams Team value plus their inducement money will be equal.
  • Winnings for the final are doubled for both teams.

In addition, we remind you that star players and merceneraries cannot be induced in a playoff tournament.

So come one, come all, good luck and roll well, and may Nuffle have mercy on your ball carriers round 12 GFIs.

The committee