- A copy of the Competition Rules Pack
- A painted team to play with
- GW or NAF Block dice, 2D6, 1 D8
- A suitable timer or chess clock
- A Blood Bowl pitch
- A printed roster of your team
All the official races from the CRP as well as Chaos Pact, Slann and Underworld can be used. You have 1100000 gp to buy a team. Goblins can buy 0-3 bribes at 50.000, and Halflings can buy the chef at 100.000. No other inducements are allowed for any races. No team values are ever calculated.
Start skills (handicap)
Some teams start with skills according to the following tiers:
Tier one, 0 start skills: All races not in tier two or three.
Tier two, 1 (normal) start skill: Chaos, Chaos Pact, Elf, High Elf, Human, Khemri, Nurgle, Slann.
Tier three, 2 (normal) start skills: Goblin, Halfling, Ogre, Underworld, Vampire.
Allocate your start skills on your team roster (and mark the players) when submitting the roster. No player can receive more than one skill.
All games are played without post-match procedures and thus without winnings, player purchases etc. All injuries and earned star player points are waived after each game. So each game starts with the same players on the roster.
In the beginning of the pre-game sequence before round 1 and round 3 three skills may be assigned. These skills must be assigned to players that has not yet gained a skill in the tournament. When you assign skills before round 3, one of these can be given as if you had rolled a double on the skill roll, the rest of the skills must be available to the player on any skill roll.
Both coaches note down their skill choices and the players getting the skills. Then they reveal the choices simultaneously. No player can receive more than one skill.
Paint and miniatures
Your miniatures should be painted with at least 3 colours and based. It should also be clear what positional the miniature is intended to be. We encourage you to use the base colouring guidelines.
1 point is awarded for a victory, ½ for a draw and 0 for a defeat.
In the case of equal point score at the end of the tournament the following tie-breakers are used:
Please note that only casualties that would yield star player point counts.
- first sort by mutual game (if possible)
- then by sum of opponents' points
- last by best (TD+cas) net score
- Agree with your opponent on one set of dice to use during the entire game.
- Illegal procedures are used only if both coaches agree to before the game.
- Any cocked dice (even slightly) should be rerolled.
Each game will have 2 hours 10 minutes to be completed. When the time limit for the game is reached no new actions may be taken, but any started actions are to be completed as quickly as possible.
The 4 minute time rule will be used. Alternatively you may use a chess clock with 1 hour allocated to each player. If so, once a player runs out of time the only actions he is allowed is to stand pieces up.