Invitational tournament

Send your tournament match reports to Cujo at : commish@videotron.ca
I need the score and casualty count of the games, plus every SPP earned by the players important to the different competitions, sent by both coaches. Comments and highlights are always appreciated.

The Everqueen's Contest

There are many great elven teams in the Kingdoms of Ulthuan, and it created plenty of animated debates amongst the elven court : which team is the best ? The Everqueen, tiring of these petty squabbles (and being an unconfessed fan of Blood Bowl herself) decided to cordially invite the best teams of the 10 kingdoms : the luxurious Avelorn, home of the Everqueen; the volcanic Caledor; the mountainous Chrace; the coastal Cothique; the noble Eataine; the untamed Ellyrion; the magical Saphery; the dangerous Shadowlands; the valorous Tiranoc, and the disciplined Yvresse.

The winner of the prestigious contest will be declared "champion of the ten kingdoms" by the Everqueen herself. If that title wasn't prestigious enough, an archmage from the White Tower of Saphery will also replace the current team's wizard. In addition to the normal powers a wizard is allowed in a game of Blood Bowl (Lightning Bolt, Zap Spell or Fireball), the archmage can perform, instead of the aforementioned spells, a powerful Counterspell or a Dispel. The Counterspell will cancel the opposing wizard's spell on a 2+ (re-roll allowed if it's on your own turn, obviously). The Dispel will counter one of these Magic Item cards on a 3+ (re-roll allowed if it's on your own turn) : Eye of the Eagle, Grasping Tentacles of Altanson, Hawkfing's Curse, Kelhoffer's Magic Foot, Knutt's Spell of Awesome Strength, Labbatt's Flying Fist, Lurve Potion, Magic Hand of Jack Longarm, Mind Blow, Rakarth's Bounding Leap, Rakarth's Obliteration Spell, Rakarth's Spell of Petty Spite, Scutt's Deluge of Despair, Speed of Light, The Secret Way, Time Warp, Unseen Shield. The archmage also gets a +1 on his Lightning Bolt roll (2d6+1 to beat the target's AG) and a +1 to the Zap Spell (4+ to be on target). The archmage is protected by spells, and cannot be injured, nor will he leave the team for monetary reasons (A Better Offer, etc.). He is worth 300K for TR purposes...

There's also many competitions in order to determine the best position players. The prizes for the competitions cannot be traded, but if the player already has a similar item (i.e.: he wins a Helm but already possesses a Magic Helmet, he can donate the old item to someone else in the team (not an ally).

  • Bane of the Dark Elves : The Shadow Warrior with the most spp at the end of the contest (excluding mvp's) will be granted a Helm of Purity. This superbly crafted, light-weight golden headgear protects the wearer like a Magic Helmet (+1AV), but also against members of the evil races (even if they are allies in a "good" team, which means Ogres in a human team apply, for example). Such unworthy players must roll 2+ in order to hit the wearer (this also works on Diving Tackle attempts, but not on fouls). Dark Elves, the natural enemies of the Shadow Warriors, also face an extra penalty against the wearer : they cannot use any modifier to the armor/injury roll against him (Mighty Blow, Claw [for Adinirach] and possible modifier to injury going with Knuckledusters or Brass Knuckles). This doesn't work on fouls, and the hit must directly come from a Dark Elf, not an ally, a Flying Fist or a wizard in order to be stripped of the modifiers. Evil races are : Chaos, Chaos Dwarf, Dark Elf, Goblin, Minotaur, Ogre, Orc, Skaven, Undead and Vampire.

  • Chosen of Caledor : The Dragon Warrior with the most spp at the end of the contest (excluding mvp's) will be given a Shadow Armor, rare gift from the Shadow Warriors of the Shadowlands. This armor weighs about nothing but grants +1AV and can be combined with a Magic Helmet if the player has one or will in the future. Also, the player gains the Shadowing skill as a bonus while wearing the armor.

  • Champion of Chrace : The Lion Warrior with the most spp at the end of the contest (excluding mvp's) will have a choice between an Elven Ithilmar Chainmail (+1 to AV, can be combined with a Magic Helmet) or a pair of Sea Gold Gauntlets of the Lion (wearer gains Claw as a bonus skill, but suffers a -1 on ball handling [pick ups, catches and passes] ).

  • Pride of Asuryan : The Phoenix Warrior with the most spp at the end of the contest (excluding mvp's) will have a choice between an Elven Ithilmar Chainmail (+1 to AV, can be combined with a Magic Helmet) or a pair of Asuryan Vambraces (magical sea gold bracers that add +1 to AG and a bonus Passing skill).


Special rules

Every game, each team is given a Healing Scroll and This Will Hurt a Bit card in addition to their other cards (i.e. these bonus cards should be used in the event of fatalities and permanent injuries occuring by way other than fouling). Special healers are also there to ensure that no player will miss the next game (all mng's are cured between the games, unless the team lost). Also, KO recoveries are 3+ instead of 4+.

No need to roll on the weather table during the tournament. Powerful wizards assure that the weather is always nice during the contest.

Absolutely no winnings are earned during the tournament.

Fouling : This tactics is looked down amongst the noble race, but allowed in the contest. Every casualty caused by a foul will be downgraded to a KO by the healers (note that the spp's for the casualty are still earned by the fouler). There is a referee taking part in the games, but note that a player cannot be ejected on a foul by getting a double. Bribe the Ref #1 is the only way to eject a fouler for the entire game, and the card can only take effect if a Dirty Player is fouling ("Bribe the Ref #2" and "Stop Faking It" are considered Bribe the Ref #1 for the tournament). Since a double doesn't mean anything on a foul in this tournament, the coaches should roll "armX +Y +Z" when fouling instead of "foulX +Y +Z. The High Elf referees are renowned for their keen senses, and not many fouls escape their watchful eyes. After every foul made by a team, the opposing coach rolls a d6, needing a certain number depending on the result of the foul and the modificator to the injury roll used (DP, MB or none). If the roll is successfull, the fouler is spotted and sent into the reserve box, in shame, not to be set up again before the next kickoff (meaning even Sewer Map cannot bring him back on the pitch before a TD is scored or the half ends). Note : if an ally is caught fouling by the referee (as table below), he will receive a thrown rock (as the kickoff result, but +1 to injury roll), then sent into the reserve box if he hasn't suffered a KO or worse. Note : The use of Blatant Foul is automatically spotted. A player caught by the referee and sent in the reserve box does not cause a TO (even an ally), unless the player is holding the ball. The use of Bribe the Ref #1 still causes a TO normally, though.

Result

DP

MB

None

Armor not broken

6+

-

-

Stun

5+

6+

-

KO

4+

5+

6+

Casualty

3+

4+

5+

The Phoenix King and the Everqueen will be present at every game, and will sometimes interfere in it. It will most of the time consist of an order to a high mage after an event in the game breaking the balance. The high mage will perform a classic Flames of the Phoenix spell. A player hit with this spell is immediately knocked down and suffers an injury roll +1 (inj +1). The high mage is forbidden to use the spell in its lethal version, so the injury suffered cannot be worse than KO. This causes a turn over. The Phoenix King will order the spell on the following occasions:

  • If a card in the list below is used and causes a turn over (or a successfull wizard downing the ball carrier), at the turn's start of the team that used the card or wizard, the victim of the turn over can roll 1d6. On a result of 5 or 6, the high mage will cast Flames of the Phoenix on a randomly selected player from the moving team on the field. Cards: Butterfingers!, Grasping Tentacles of Altanson, Hawkfing's Curse, Labbatt's Flying Fist, Lurve Potion, Magic Hand of Jack Longarm, Unseen Shield, Assassin, Banana Skin, Bribe the Ref #1, Custard Pie, Exploding Player, I'll Get You, Mine, Referee!!!, Spy, Stink Bomb, Take a Dive, Trampoline Trap, It Wasn't Me.

  • A Blitz! is rolled on the special kickoff table. Just after the bonus turn begins, the Phoenix King will order a high mage to cast the spell randomly on one player from the blitzing team to show his distaste for this procedure if a 5 or 6 is rolled on 1d6.

A number of spells are available for teams suffering a handicap during the tournament. For each bonus mvp they are receiving, they get one of the following spells (for example, a team getting a +2 mvp's handicap would receive two spells, and could cast the same spell twice in the game, or one spell and another different, etc.). Any spell can only occur once every turn, and can be used in either team's turn.

  • Fortune is Fickle : This spell can be used at the start of any half, lasting for the entire half. This influences slightly the chances of the Phoenix King ordering a high mage to cast Flames of the Phoenix after you suffered a turn over or blitz! (see special rule above). Instead of needing a 5+, you will only need 4+ for the spell to be cast.
  • Walk Between Worlds : This spell allows the target, a member of your own team, to become ethereal, becoming unaffected by the other players, unable to interact with them. If the spell is cast during your own turn, the spell must be cast before the targeted player begins his action. The affected player will stay ethereal for the entire team's turn or opponent's team turn. He cannot be handed off the ball or otherwise catch the ball during his walk between worlds, but if he had the ball when the spell was cast, he will keep it. The player moves at half speed (rounded down) but can move through any square, even occupied squares. Note, though, that he must end his action in an unoccupied square (also not a square where the ball is on the ground). The player is absolutely unable to act on his environment during his Walk, which means that he cannot block, be blocked, foul, be fouled, assist a block, etc. Note that he could pass the ethereal ball, but no player can catch it. No opponent has a tackle zone regarding the ethereal player, which means he doesn't have to dodge, nor does he himself has any tackle zone. Any player can pass in the square of the ethereal player, but not end his move there. The square occupied by the ethereal player is still considered an occupied square, though, and other occupied squares must be chosen first regarding player(s) pushed after block or Diving Tackle, etc. Lastly, an ethereal player can still be affected via magic (that is, wizard spell or MI cards, not DT and RE cards).
  • Fury of Khaine : This powerful magic missile can target any player from the opposing team during its own turn. It acts like a Labbatt's Flying Fist in all aspects, but doesn't cause a turn over whatsoever. In addition, it has a chance to paralyse the target for additional rounds whether the missile knocked the target down or not. Upon being hit by the missile, the target rolls a d6. On a 4+, it is paralysed until its next turn. If it is still standing during the opponent's turn (your turn, in fact), it has no effective tackle zones and is considered ½ ST (rounded down) if blocked. On its next turn (and possibly the following), it will stay paralysed if 5+ is rolled at the start of the turn. Once the victim frees itself from the paralysis, it doesn't have to roll anymore.

Special kickoff table

During the invitational, this table will be used for each kickoff. The effects don't count toward the +2 max stat upgrades rule.

2d6

Result

2

Courage of the White Lion : All the Lion Warriors on the field gain +1 to all stats and the Mighty Blow skill if they don't have it already. This lasts for the remainder of the half.

3

Get the Ally! : A xenophobic fan throws a missile to a randomly selected ally on the field. Assign a number for EACH ally (of both teams) and roll a die to determine the ally hit. Roll an injury roll for him. No armor roll is necessary.

4

Perfect Defense : Same effect as usual.

5

Gift of Speed : All the High Elves from the kicking team get +MA for the drive.

6

Bad Kick : Same effect as usual.

7

Sunshine : The weather is Very Sunny for the drive.

8

Quick Snap : Same effect as usual.

9

Gift of Speed : All the High Elves from the receiving team get +MA for the drive.

10

Blitz! : Same effect as usual. Do not forget the special rule about Blitz!

11

Get the Ally! : A xenophobic fan throws a missile to a randomly selected ally on the field. Assign a number for EACH ally (of both teams) and roll a die to determine the ally hit. Roll an injury roll for him. No armor roll is necessary.

12

Everqueen's Blessing : Every Dragon and Shadow Warrior on the pitch gain +1ST and the Mighty Blow skill if they don't have it already. This lasts for the remainder of the half.

Bane of the Dark Elves

Name of the Shadow Warrior

Team

SPP

Sarah M. Gellar Teen Scream Drama Queens

22

Babeester Gor  Divine Intervention

20

Maranel Soulfly

10

Torcoral Soulfly

8

Blabla Light Bringers

4

Wouarg Light Bringers

2

Chosen of Caledor

Name of the Dragon Warrior

Team

SPP

Shiri Appleby Teen Scream Drama Queens

19

Imrandara Soulfly

18

Aesirllan Soulfly

12

Yelmalio Divine Intervention

9

Katherine Heigl Teen Scream Drama Queens

7

Yelm Divine Intervention

4

Pat Light Bringers

3

Champion of Chrace

Name of the Lion Warrior

Team

SPP

Arachna Solara Divine Intervention

31

Katie Holmes Teen Scream Drama Queens

19

Dalian Silverwind Light Bringers

14

Marie Light Bringers

14

Pride of Asuryan

Name of the Phoenix Warrior

Team

SPP

Mandy Moore Teen Scream Drama Queens

22

Eponriel Soulfly

17

Aaaargh! (*sigh*, have some respect for your team) Light Bringers

9

Orlanth Divine Intervention

3


Final

Champion

Teen Scream Drama Queens (5-0)

3

5

Teen Scream Drama Queens

Light Bringers (3-2)

0

5


First week calendar

Scheduled games

Winners predicted

Inactive team

Divine Intervention (2-2) 2

8

Divine Intervention

Lucky Strike (0-4)

0

3

Teen Scream Drama Queens (4-0)
Light Bringers (3-1)

3

4

Soulfly
Soulfly (1-3)

1

4


Second week calendar

Scheduled games

Winners predicted

Inactive team

Teen Scream Drama Queens (4-0) 2 5

Teen Scream Drama Queens

Divine Intervention (2-2) 0 7
Light Bringers (3-1)
Soulfly (1-3) 2 3
Soulfly
Lucky Strike (0-4) 1 6

Third week calendar

Scheduled games

Winners predicted

Inactive team

Teen Scream Drama Queens (4-0) 1ot 6

Teen Scream Drama Queens

Lucky Strike (0-4) 0ot 10
Soulfly (1-3)
Divine Intervention (2-2) 1 1
Divine Intervention
Light Bringers (3-1) 2 0

Fourth week calendar

Scheduled games

Winners predicted

Inactive team

Teen Scream Drama Queens (4-0) 2 6

Teen Scream Drama Queens

Light Bringers (3-1) 1 4
Lucky Strike (0-4)
Divine Intervention (2-2) 3ot 14
Divine Intervention
Soulfly (1-3) 2ot 6

Fifth week calendar

Scheduled games

Winners predicted

Inactive team

Teen Scream Drama Queens (4-0) 2 7

Teen Scream Drama Queens

Soulfly (1-3) 1 5
Divine Intervention (2-2)
Light Bringers (3-1) 3ot 1
Light Bringers
Lucky Strike (0-4) 2ot 4

Accurate predictions : 9 / 11

Special thanks to Mowie for providing me with WarHammer High Elf intelligence.