Category Archives: Norse Bowl 7’s Cup III

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 get a buy and advance


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 get a buy and advance


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)


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.


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