The Rules: Common
The rules stated here are common to both the AusBowl State Championship 2 and the SA Open. Please scroll down to find rules specific to each individual tournament. These rules are based on the 2012 Southern Shrike Bowl rules.
Unless specifically modified below, both the Australian State Championship 2 and SA Open use the Blood Bowl Competition Rules Pack (CRP) which can be found here. In addition, the Slaan, Chaos Pact and Underworld teams are allowed as found here.
Team Creation
Coaches are given 1,150,000 gold pieces to create their team. This may be spent on players, rerolls, fan factor, coaching staff and inducements with the following requirements:
The AusBowl State Championship 2 and SA Open are resurrection tournaments, meaning that teams are returned to their beginning state at the end of each game. There is, therefore, no need to keep track of Star Player Points (SPPs).
All team rosters must be checked by an AusBowl official before being cleared to play.
Games
Pre-match Sequence: Only FAME and Weather need to be organised before the coin toss.
Illegal procedure may only used if both coaches agree before the start of the game.
Games are based on 4 minutes per turn. No overtime is played. It is up to both coaches to ensure that games and post-match sequences are completed on time as no time extensions are possible.
Any games that have not commenced the second half with one hour remaining for that round will be put on enforced 4 minute turns for the rest of the match. Games not completed by the end of the allocated time period will only be allowed to finish their current turn (ensuring both coaches have had an equal number of turns).
The first time a coach fails to complete a game on time they will have a re-roll deducted from their team for the next game. If a coach fails to complete a second game on time they will have a re-roll deducted for the next game and be penalised 30 points.
If you are concerned about the amount of time your opponent is taking for his turns then please raise the issue with the Tournament Organiser as early as possible.
During each game record all touchdowns, casualties and kills. All casualties and kills caused to/by your team count for tournament scoring purposes, even if they normally would not earn SPPs. These include casualties and kills caused by fouls, the crowd, failed dodges, failed GFI’s, secret weapons and special play cards.
Recording exactly which player scored the touchdowns, casualties or kills is not required. However you may wish to do so to help determine who to give your Most Valuable Player votes to (see MVP below).
Post-match Sequence: Complete the match result, Most Valuable Coach (MVC) and MVP forms. No winnings are rolled and teams are completely reset after each match. Injuries do not carry over between rounds and players do not gain additional skills.
Rules Queries
At least two AusBowl Officials will be designated at the start of the tournaments. If at any stage you are faced with a situation that can’t be solved between coaches and with the help of the rulebook speak to an Official. The Official's decision will be final and be applied for the duration of the tournament.
Unless specifically modified below, both the Australian State Championship 2 and SA Open use the Blood Bowl Competition Rules Pack (CRP) which can be found here. In addition, the Slaan, Chaos Pact and Underworld teams are allowed as found here.
Team Creation
Coaches are given 1,150,000 gold pieces to create their team. This may be spent on players, rerolls, fan factor, coaching staff and inducements with the following requirements:
- All gold must be spent.
- There must be a minimum of 11 players in the team.
- All inducements are available as per pages 49 to 50 of the CRP, although only one Star Player may be purchased for any "non-stunty" team.
- "Stunty" teams may include up to two Star Players. "Stunty" teams include the following: Goblins, Halflings, Ogres, Underworld (with no Skaven players), Lizardmen (with no Saurus players).
- If two teams play against one another with the same Star Player it is assumed that the Star's "identical twin" has shown up to play for one of the teams. Both may retain their purchased Star.
- Federation Star Package: 7 skills (each player may be given only one skill, Stars may not be upgraded)
- Union Jack Package: 4 skills and 2 double skills (each player may be given only one skill, Stars may not be upgraded)
- Yellow Sun, Black Sky, Red Soil Package: 4 skills, 1 double skill and either +1MA or +1AV (each player may be given only one skill or stat upgrade, only players with a position of 0-4 or greater (eg, 0-12, 0-16) may be upgraded, Stars may not be upgraded).
- Red Southern Cross Package: 4 skills and +1AG (each player may be given only one skill or stat upgrade, only players with a position of 0-4 or greater (eg, 0-12, 0-16) may be upgraded, Stars may not be upgraded).
- White Southern Cross Package: 4 skills and +1ST (each player may be given only one skill or stat upgrade, only players with a position of 0-4 or greater (eg, 0-12, 0-16) may be upgraded, Stars may not be upgraded).
The AusBowl State Championship 2 and SA Open are resurrection tournaments, meaning that teams are returned to their beginning state at the end of each game. There is, therefore, no need to keep track of Star Player Points (SPPs).
All team rosters must be checked by an AusBowl official before being cleared to play.
Games
Pre-match Sequence: Only FAME and Weather need to be organised before the coin toss.
Illegal procedure may only used if both coaches agree before the start of the game.
Games are based on 4 minutes per turn. No overtime is played. It is up to both coaches to ensure that games and post-match sequences are completed on time as no time extensions are possible.
Any games that have not commenced the second half with one hour remaining for that round will be put on enforced 4 minute turns for the rest of the match. Games not completed by the end of the allocated time period will only be allowed to finish their current turn (ensuring both coaches have had an equal number of turns).
The first time a coach fails to complete a game on time they will have a re-roll deducted from their team for the next game. If a coach fails to complete a second game on time they will have a re-roll deducted for the next game and be penalised 30 points.
If you are concerned about the amount of time your opponent is taking for his turns then please raise the issue with the Tournament Organiser as early as possible.
During each game record all touchdowns, casualties and kills. All casualties and kills caused to/by your team count for tournament scoring purposes, even if they normally would not earn SPPs. These include casualties and kills caused by fouls, the crowd, failed dodges, failed GFI’s, secret weapons and special play cards.
Recording exactly which player scored the touchdowns, casualties or kills is not required. However you may wish to do so to help determine who to give your Most Valuable Player votes to (see MVP below).
Post-match Sequence: Complete the match result, Most Valuable Coach (MVC) and MVP forms. No winnings are rolled and teams are completely reset after each match. Injuries do not carry over between rounds and players do not gain additional skills.
Rules Queries
At least two AusBowl Officials will be designated at the start of the tournaments. If at any stage you are faced with a situation that can’t be solved between coaches and with the help of the rulebook speak to an Official. The Official's decision will be final and be applied for the duration of the tournament.
The Rules: ASC2
These rules are specific to the AusBowl State Championship 2 and compliment the Common rules shown above.
Composition of Representative Teams
Each representative "team" is to consist of 6 coaches, each coaching 1 Blood Bowl team built using the rules described above. There may be no duplicate races within the representative team (for example, there may not be two coaches of one representative team using an Orc Blood Bowl team). Each coach must retain the same team throughout the competition. Unless under emergency circumstances, the representative team must consist of the same 6 coaches for each round.
Painted Teams
All teams used by competitors in the AusBowl State Championship 2 must be fully painted. To be classified as fully painted a team must be fully assembled and have at least a base-coat (not just an undercoat) applied to the miniature, including the base. Players must either adequately represent their race and/or position, or be able to be clearly designated as such either by the application of base-rings, distinguishing features or colours.
Special Play Cards
Each round, each representative team member may choose one Special Play card. However, as there are 48 players in this competition, the cards will be allocated in the following manner:
The Clever Country Skills Development Round
At the conclusion of Round Four (last round of Day One), each coach will be permitted to allocate one skill to any non-Star player in the team. This must be a skill the player it is allocated to could normally choose and may not be a "double skill" option.
AusBowl State Championship 2 Round Match-Ups
R1: G1 ACT vs Barbarians / G2 NSW vs NZ / G3 SA vs Qld / G4 WA vs Vic
R2: G1 ACT vs NZ / G2 NSW vs Barbarians / G3 SA vs Vic / G4 WA vs Qld
R3: G1 ACT vs Qld / G2 NSW vs Vic / G3 SA vs Barbarians / G4 WA vs NZ
R4: G1 ACT vs Vic / G2 NSW vs Qld / G3 SA vs NZ / G4 WA vs Barbarians
R5: G1 ACT vs WA / G2 NSW vs SA / G3 Vic vs Barbarians / G4 Qld vs NZ
R6: G1 ACT vs SA / G2 NSW vs WA / G3 Vic vs NZ / G4 Qld vs Barbarians
R7: G1 ACT vs NSW / G2 SA vs WA / G3 Vic vs Qld / G4 NZ vs Barbarians
AusBowl State Championship 2 Scoring
At the AusBowl SC II there will be three different scoring methods used. One scoring system will determine a coach's individual ranking, another will determine which team has won each round, and finally a team score to determine the overall ranking for each representative team.
Individual Coach Scoring System
The scoring system to determine individual coach rankings will be the same as the one used in the SA Open. After Round 1 this system is used to rank the coaches from each representative team from 1 to 6. In each round coaches are then paired off according to their current ranking within their team (1 vs 1, 2 vs 2, etc,).
For example, SA is playing NSW in Round 2. After Round 1 the SA and NSW individual scores are:
Olaf the Stout - 53 points
One Eye - 51 points
Sinister Dexter - 27 points
Loneduck - 25 points
Joe Bloggs - 11 points
John Doe - 10 points
Grumpsh - 51 points
Garden Gnome - 28 points
Tribalsinner - 25 points
Grimrod - 13 points
Redcard - 11 points
Rabid Bogscum - 10 points
The match-ups for Round 2 would then be
Olaf the Stout vs Grumpsh
One Eye vs Garden Gnome
Sinister Dexter vs Tribalsinner
Loneduck vs Grimrod
Joe Bloggs vs Redcard
John Doe vs Rabid Bogscum
Round Winner Scoring System
A match play scoring system is used to determine the winner of the six match-ups each round played between two representative teams.
Each of the six match-ups is worth 1 point for a win, 0.5 points for a draw and 0 points for a loss. So there are 6 points on offer each round. The representative team that scores the most points from the six match-ups wins the round. If both teams score 3 points then the round is a draw.
For example, SA plays NSW in Round 2. The results are:
Olaf the Stout def Grumpsh 2-1
One Eye loses to Garden Gnome 3-0
Sinister Dexter draws Tribalsinner 1-1
Loneduck def Grimrod 3-2
Joe Bloggs draws Redcard 2-2
John Doe draws Rabid Bogscum 1-1
SA wins the round 3.5 points to 2.5 points.
Overall Tournament Winner
To determine the overall winning representative team the results of each round are added up. Each round a representative team wins is worth 3 points, drawing a round is worth 1 point and losing a round is worth 0 points.
If two representative teams are tied on points then head to head is used as the first tiebreaker. Total match play points are used as a second tiebreaker.
For example
Round 1: NSW 4.0 def QLD 2.0, SA 4.5 def WA 1.5, ACT 3.5 def VIC 2.5
Round 2: NSW 3.5 def SA 2.5, ACT 3.5 def WA 2.5, VIC 4.5 def QLD 1.5
Round 3: ACT 3.5 def NSW 2.5, QLD 3.0 drew WA 3.0, SA 6.0 def VIC 0.0
If the tournament ended after 3 rounds the final ladder would look like this:
ACT 3W 0D 0L = 9 Points (10.5 match play points)
NSW 2W 0D 1L = 6 Points (10.0 match play points)
SA 2W 0d 1L = 6 Points (13.0 match play points)
VIC 1W 0D 2L = 3 Points (7.0 match play points)
WA 0W 1D 2L = 1 Point (7.0 match play points)
QLD 0W 1D 2L = 1 Point (6.5 match play points)
The ACT win the title by having the most points.
NSW finish ahead of SA because, despite the fact that SA has more match play points, NSW beat SA in Round 2.
WA drew with Qld 3.0-3.0 in their head to head. As such it goes to the second tie breaker (match play points), where WA finish just ahead.
Composition of Representative Teams
Each representative "team" is to consist of 6 coaches, each coaching 1 Blood Bowl team built using the rules described above. There may be no duplicate races within the representative team (for example, there may not be two coaches of one representative team using an Orc Blood Bowl team). Each coach must retain the same team throughout the competition. Unless under emergency circumstances, the representative team must consist of the same 6 coaches for each round.
Painted Teams
All teams used by competitors in the AusBowl State Championship 2 must be fully painted. To be classified as fully painted a team must be fully assembled and have at least a base-coat (not just an undercoat) applied to the miniature, including the base. Players must either adequately represent their race and/or position, or be able to be clearly designated as such either by the application of base-rings, distinguishing features or colours.
Special Play Cards
Each round, each representative team member may choose one Special Play card. However, as there are 48 players in this competition, the cards will be allocated in the following manner:
- Each team receives one of each of the four types of Special Play card (Miscellaneous Mayhem, Special Team Plays, Magic Items, Dirty Tricks).
- For the final two cards in each team, teams will be allocated a rotating pick schedule. For example, in Round One a team may be given picks 1 and 9 (of 16). In Round Two the same team would be given picks 8 and 16. In Round Three picks 7 and 15, and so on. It is up to the team (and ultimately the Captain) to determine who receives one of the original four cards and who may take one of the final two picks.
- The team as a whole may not choose more than two of the same type of Special Play card during one round (e.g., the team cannot use the last two picks on Dirty Tricks cards as this would give the team three Dirty Tricks).
- Once a player has picked a card and looked at the contents of it they may NOT exchange the card with another player in their team (or outside the team, obviously). Thus each team may choose the type of card allocated to each player, but not the specific card effect.
The Clever Country Skills Development Round
At the conclusion of Round Four (last round of Day One), each coach will be permitted to allocate one skill to any non-Star player in the team. This must be a skill the player it is allocated to could normally choose and may not be a "double skill" option.
AusBowl State Championship 2 Round Match-Ups
R1: G1 ACT vs Barbarians / G2 NSW vs NZ / G3 SA vs Qld / G4 WA vs Vic
R2: G1 ACT vs NZ / G2 NSW vs Barbarians / G3 SA vs Vic / G4 WA vs Qld
R3: G1 ACT vs Qld / G2 NSW vs Vic / G3 SA vs Barbarians / G4 WA vs NZ
R4: G1 ACT vs Vic / G2 NSW vs Qld / G3 SA vs NZ / G4 WA vs Barbarians
R5: G1 ACT vs WA / G2 NSW vs SA / G3 Vic vs Barbarians / G4 Qld vs NZ
R6: G1 ACT vs SA / G2 NSW vs WA / G3 Vic vs NZ / G4 Qld vs Barbarians
R7: G1 ACT vs NSW / G2 SA vs WA / G3 Vic vs Qld / G4 NZ vs Barbarians
AusBowl State Championship 2 Scoring
At the AusBowl SC II there will be three different scoring methods used. One scoring system will determine a coach's individual ranking, another will determine which team has won each round, and finally a team score to determine the overall ranking for each representative team.
Individual Coach Scoring System
The scoring system to determine individual coach rankings will be the same as the one used in the SA Open. After Round 1 this system is used to rank the coaches from each representative team from 1 to 6. In each round coaches are then paired off according to their current ranking within their team (1 vs 1, 2 vs 2, etc,).
For example, SA is playing NSW in Round 2. After Round 1 the SA and NSW individual scores are:
Olaf the Stout - 53 points
One Eye - 51 points
Sinister Dexter - 27 points
Loneduck - 25 points
Joe Bloggs - 11 points
John Doe - 10 points
Grumpsh - 51 points
Garden Gnome - 28 points
Tribalsinner - 25 points
Grimrod - 13 points
Redcard - 11 points
Rabid Bogscum - 10 points
The match-ups for Round 2 would then be
Olaf the Stout vs Grumpsh
One Eye vs Garden Gnome
Sinister Dexter vs Tribalsinner
Loneduck vs Grimrod
Joe Bloggs vs Redcard
John Doe vs Rabid Bogscum
Round Winner Scoring System
A match play scoring system is used to determine the winner of the six match-ups each round played between two representative teams.
Each of the six match-ups is worth 1 point for a win, 0.5 points for a draw and 0 points for a loss. So there are 6 points on offer each round. The representative team that scores the most points from the six match-ups wins the round. If both teams score 3 points then the round is a draw.
For example, SA plays NSW in Round 2. The results are:
Olaf the Stout def Grumpsh 2-1
One Eye loses to Garden Gnome 3-0
Sinister Dexter draws Tribalsinner 1-1
Loneduck def Grimrod 3-2
Joe Bloggs draws Redcard 2-2
John Doe draws Rabid Bogscum 1-1
SA wins the round 3.5 points to 2.5 points.
Overall Tournament Winner
To determine the overall winning representative team the results of each round are added up. Each round a representative team wins is worth 3 points, drawing a round is worth 1 point and losing a round is worth 0 points.
If two representative teams are tied on points then head to head is used as the first tiebreaker. Total match play points are used as a second tiebreaker.
For example
Round 1: NSW 4.0 def QLD 2.0, SA 4.5 def WA 1.5, ACT 3.5 def VIC 2.5
Round 2: NSW 3.5 def SA 2.5, ACT 3.5 def WA 2.5, VIC 4.5 def QLD 1.5
Round 3: ACT 3.5 def NSW 2.5, QLD 3.0 drew WA 3.0, SA 6.0 def VIC 0.0
If the tournament ended after 3 rounds the final ladder would look like this:
ACT 3W 0D 0L = 9 Points (10.5 match play points)
NSW 2W 0D 1L = 6 Points (10.0 match play points)
SA 2W 0d 1L = 6 Points (13.0 match play points)
VIC 1W 0D 2L = 3 Points (7.0 match play points)
WA 0W 1D 2L = 1 Point (7.0 match play points)
QLD 0W 1D 2L = 1 Point (6.5 match play points)
The ACT win the title by having the most points.
NSW finish ahead of SA because, despite the fact that SA has more match play points, NSW beat SA in Round 2.
WA drew with Qld 3.0-3.0 in their head to head. As such it goes to the second tie breaker (match play points), where WA finish just ahead.
The Rules: SA Open
These rules are specific to the SA Open and compliment the Common rules shown above.
SA Open Participants
The SA Open is an individual event. There are no team requirements for SA Open participants to fulfil.
Painted Teams
There is no requirement for teams in the SA Open to be painted (although it is strongly encouraged). However, it is important that players are able to be identified and, therefore, teams must be fully assembled. Players must either adequately represent their race and/or position, or be able to be clearly designated as such either by the application of base-rings, distinguishing features or colours.
Special Play Cards
Before the start of each round, each coach in the SA Open should choose one 50,000 gold piece Miscellaneous Mayhem, Special Team Plays, Magic Item or Dirty Trick Special Play Card for use during the round. All Special Play Cards must be returned at the end of each game.
The Draft
At the conclusion of Round Four (last round of Day One) there will be a draft. A selection of skills, mutations and other bonuses will be made available for players to choose. However, the player currently sitting last in the ranking will be given the first opportunity to choose, followed by the next-lowest, and so on until all players have had a chance to choose one.
SA Open Round Match-Ups
Round 1 match-ups are randomised, unless a grudge match is issued and accepted on the AusBowl forums. From Round 2 onwards Swiss pairings are used, which matches up coaches with a similar record. This ensures that coaches play most of their games against coaches of a similar skill level, whatever level that may be.
The only exception to the Swiss pairings is that in the first few rounds an effort will be made not to match up interstate coaches from the same State or coaches from the same SA club. This allows coaches the chance to play against different opponents than usual.
SA Open Scoring
Each round is scored as follows:
Part A Score:
Win – 50 points Draw – 25 points Loss – 10 points
Part B Score:
Touchdowns:+/- 1 point for each touchdown for/against
Casualties: +/- 1 point for each casualty for/against (all casualties for your team including crowd, failed dodges, GFI’s and special weapons and cards) The minimum Part B score you can earn each round is 0 (Combination of TD and Cas).
Part A and Part B scores are added together and used to determine the Swiss match-ups for each round.
The final tournament rankings are determined by Part A scores only. If two or more coaches are tied based on Part A scores then the following tiebreakers are used:
SA Open Participants
The SA Open is an individual event. There are no team requirements for SA Open participants to fulfil.
Painted Teams
There is no requirement for teams in the SA Open to be painted (although it is strongly encouraged). However, it is important that players are able to be identified and, therefore, teams must be fully assembled. Players must either adequately represent their race and/or position, or be able to be clearly designated as such either by the application of base-rings, distinguishing features or colours.
Special Play Cards
Before the start of each round, each coach in the SA Open should choose one 50,000 gold piece Miscellaneous Mayhem, Special Team Plays, Magic Item or Dirty Trick Special Play Card for use during the round. All Special Play Cards must be returned at the end of each game.
The Draft
At the conclusion of Round Four (last round of Day One) there will be a draft. A selection of skills, mutations and other bonuses will be made available for players to choose. However, the player currently sitting last in the ranking will be given the first opportunity to choose, followed by the next-lowest, and so on until all players have had a chance to choose one.
SA Open Round Match-Ups
Round 1 match-ups are randomised, unless a grudge match is issued and accepted on the AusBowl forums. From Round 2 onwards Swiss pairings are used, which matches up coaches with a similar record. This ensures that coaches play most of their games against coaches of a similar skill level, whatever level that may be.
The only exception to the Swiss pairings is that in the first few rounds an effort will be made not to match up interstate coaches from the same State or coaches from the same SA club. This allows coaches the chance to play against different opponents than usual.
SA Open Scoring
Each round is scored as follows:
Part A Score:
Win – 50 points Draw – 25 points Loss – 10 points
Part B Score:
Touchdowns:+/- 1 point for each touchdown for/against
Casualties: +/- 1 point for each casualty for/against (all casualties for your team including crowd, failed dodges, GFI’s and special weapons and cards) The minimum Part B score you can earn each round is 0 (Combination of TD and Cas).
Part A and Part B scores are added together and used to determine the Swiss match-ups for each round.
The final tournament rankings are determined by Part A scores only. If two or more coaches are tied based on Part A scores then the following tiebreakers are used:
- Opponent’s score
- TD difference
- Cas difference
- Most Valuable Coach scores