Category Archives: Announcements

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.
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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

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

Norse Bowl 7’s Ruleset v3.0 released!

After much procrastination, an updated version of the Norse Bowl 7’s Ruleset has been released. This version consolidates many of the rules changes that were discussed and agreed upon over the course of previous seasons and tournaments. It should be current as of season 3. Check it out here:

Norse Bowl 7’s Ruleset

Do please report any omissions, inaccuracies or deviations from established practices that may have inadvertedly crept their way into the document to the League’s Commissioner.

Regards,
Collett, League Comittee Member

Season 3

Season 3 has started, but there is always room for more coaches. Due to some slight problems with reporting the following rule has been implemented.

  • After every match the report must be sent through the contact form on the website. This report must include the final score as well as all changes to either team as a result of the match, pre-match or postmatch sequences. (Including injuries, Fan Factor, expenses and earnings, firings and hirings, SPP and advancements earned by the players, and updates on players’ casualty, interception, completion, touchdown and MVP statistics.)

Sorry folks, if you hand us the report scrawled on the back of a receipt chances are we’ll lose it and your spp forever, so the committee has to insist we get it through the mail-in form. Yes we’ve mucked this up before.

Otherwise there are no rules changes, so schedule, play and complain about the results as much as you can.

Trainer Nordheim

Norse Bowl 7’s Cup II

Helgen 10. – 12. juni vil vi holde sluttspillet i NB7L sesong 2. Alle deltagere bes undersøke om de kan spille denne helgen, og si ifra om de ikke kan så vi kan prøve å finne en annen helg.

Ligakamper kan spilles helt fram til turneringen starter. Spillere bør prøve å få spilt så mange kamper som mulig før turneringen, og må ha spilt minst 7 for å delta. Vi kommer med oppdateringer om turneringsregler og format nå vi vet mer om deltagelsen.

Tvi tvi og lykke til med resten av sesongen, så håper vi så mange som mulig er med å kjempe om trofeet.

mvh. Komitteen.

Season 2

The second season of Norse Bowl 7s has started, with the following rules updates:

  • Spiralling expenses kick in at team value 800 000, and increases every 100 000.
  • 5 points are awarded for wins, 3 points for draws and 1 for losses. No points are awarded for concessions or matches lost on walkover.
  • Fan Favorite awards will be given to the best scorer, best thrower and most voilent player.

Some matches have allready been played, but keep on sceduling and playing your matches, and may Nuffle have mercy on you injury rolls.

Trainer Nordheim

Regelpakke: Norse Bowl 7’s Cup I

Norse Bowl 7's Cup

På lørdag 5. september braker sluttspillet løs hos trener Brattsti og Nordheim! Sesongens cupmester kåres på søndag 6. september, samme sted. Alle ordinære seriekamper må være ferdigspilt og innrapportert før første turneringsrunde starter, dersom de skal telle med.

Program
Klokken 17.00 på lørdag starter de innledende rundene i turneringen. Klokken 19.00 på søndagen kåres vinneren. Rundene må være ferdigspilt innen dette, men vi tar høyde for at det kan skje forsinkelser, så ikke legg andre planer for søndagskvelden!

Nye runder annonseres etter hvert som tidligere runder blir ferdige. Rundene spilles parallelt. Det er anledning for tapende lag å spille klassifiseringsspill opp til fjerde plass, slik at vi får fullstendig rangering.

Praktisk
Fint om folk kan ta med egnede spillbrikker/miniatyrer. Det er for få til utlån på stedet til at alle kan få spilt kampene sine samtidig. Nok brett har riktignok komiteen greid å oppdrive. Ved behov kan det bestilles eller kjøpes inn mat på sponsor St. Hanshaugen spillforenings regning.

Rapportskjema
Etter ferdigspilte runder må trenerne fylle ut og signere rapportskjema. Skjemaet leveres til kommisjonæren etter kampen.

Inducements
Det er ikke anledning til å hyre inn Mercenaries eller Star Players. Andre inducements fungerer som normalt, og Journeymen stiller opp som normalt for lag som ikke er fulltallige.

Værtabell
Norsca Weather Table er påbudt for alle kamper i turneringen.

2d6 Result
2 Cold snap: Slippery ice means that all players may to Go For It one extra time per turn. Hard falls provide a +1 bonus to all injury rolls, and the ensuing threat of hypothermia imposes a -1 on rolls to recover from being KOed.
3 Mud and sludge: Players may Go For It one time less than normal each turn. The sludge softens the fall, giving a -1 penalty to all Armour rolls.
4 Rain: Rainfall imposes -1 penalty on all rolls to pick up, catch or intercept the ball. If the weather changes as a result of a kick-off event, subtract 1 from the next weather roll.
5‑9 Nice: Perfect Norse Bowl weather.
10 Snowfall: Reduced visibility imposes a -1 to all pass rolls. If the weather changes as a result of a kick-off event, add 1 to the next weather roll.
11 Snow drifts: Soft piles of snow forms throughout the pitch, potentially breaking the fall when players go down. Each coach gets d3 Apothecaries or Igors (whichever the coach could normally induce) to represent that falls were on not as bad as they seemed. However, the snow imposes -1 on all rolls made to Go For It.
12 Blizzard: Wind and flying snow reduces visibility to almost nothing. All short, long and long bomb passes inaccurate (unless they were fumbled). Even other players are harder to see, adding +1 to all Dodge rolls.

Injury Table
Korrekt Injury Table skal benyttes:

  • 2-7: Stunned
  • 8-9: KO’d
  • 10-12: Casualty

Winnings
Både vinneren og den med FAME-bonusen får +1 på terningkastet for Winnings (+2 dersom dette er samme lag). Winnings fra semifinalen og finalen fordobles etter at alt er regnet sammen.

Overtid
Hvis en kamp ender uavgjort brukes overtidsreglene fra CRB/LRB6. Nytt myntkast, ny overtidsomgang, ingen nye re-rolls og første mål vinner. Står det fortsatt uavgjort etter 7 overtidsrunder blir det straffekonkurranse. Begge sider kaster da en d6 og legger til antallet ubrukte re-rolls en har igjen fra kampen. Høyeste resultat vinner og går videre.

Pokalen
Pokalen er en vandrepokal som gir det troféholdende laget +1 re-roll til fremtidige kamper. Denne re-rollen teller ikke mot lagverdi. Dersom en troféholder trekker seg fra ligaen må trofeet returneres. Troféet deles ut av komiteen etter at turneringen er over.

Med vennlig hilsen
NB7L-komiteen