RULES
The Amorical Cup will use the current ruleset (which might differ from CRP, depending on what goes on with GW and the NAF over the next few months), with the following exceptions and/or amendments:

The Illegal Procedure rule will not be in use, nor is the 4-minute “timer” rule. However, you may be given a certain amount of time to complete your game should you be running late. More on this under “match sequence.”

  • Coaches have 1,100,000 GP to create their starting team rosters. Team rosters must consist of at least 11 players. Star Players count toward this total.
  • Inducements are not allowed, with the exception of Tier C and tier D teams, which may purchase Bribes, a Halfling Master Chef, and Star Players. All prices are the same as in the Inducements section of the CRP rule set.
  • Again, Star Players are counted toward the minimum of 11 players per team. If opposing teams have the same Star Player, both may be used.
  • Normal resurrection rules are in effect, meaning that SPPs are not recorded and injuries do not carry over between games.
  • Player improvements are not counted towards Team Value, so in effect Team Value is fixed at the starting 1,100,000 GP for all rosters and therefore of no impact.
  • The 21 “official teams,” as well as Chaos Pact, Slann, and Underworld teams are allowed.

TEAM SELECTION
Each squad (a term we’ll use instead of “team” in this section only) consists of 4 coaches. These squads will have 10 points with which to buy a team for each coach. The points for each team are as such:

Tier A – 4 points
Dark Elf, Chaos Dwarf, Lizardman, Orc, Undead, Wood Elf

Tier B – 3 points
Amazon, Dwarf, High Elf, Necromantic, Norse, Skaven

Tier C – 2 points
Chaos, Chaos Pact, Elf, Human, Khemri, Nurgle

Tier D – 1 point
Goblin, Halfling, Ogre, Slann, Underworld, Vampire

  • Examples: A squad could be made up of a Dark Elf team (-4 points), a Necromantic team (-3 points), a Chaos Pact team (-2 points), and a Halfling team (-1 point). Or a squad could be a Dark Elf team (-4 points), an Orc team (-4 points), an Ogre team (-1 point), and a Slann team (-1 point).
  • There is no bonus for coming in “under budget” and spending fewer than ten points, though there is an award that only teams that spend 6 points or fewer are eligible for.
  • In addition, each coach MUST select a Blood Bowl team of a different race than any other coach on his team. In other words, you can’t have more than one dwarf team in a squad.
  • We would prefer that squads be made up of coaches from the same state or province. This is not a rule, however, and coaches may self-identify as residents of any state. The only requirement is that squads pick a home state when registering.
  • While there is a possibility of “conglomerate” teams being formed from single coaches at some point in the registration process, it would be a better idea for prospective attendees to seek out teams using the NAF forum or regional groups.

SKILL SELECTION
The number of skills awarded will also be determined by team type.

Tier A – 4 skills (no doubles)
Dark Elf, Chaos Dwarf, Lizardman, Orc, Undead, Wood Elf

Tier B – 4 skills (up to 1 double)
Amazon, Dwarf, High Elf, Necromantic, Norse, Skaven

Tier C – 6 skills (up to 3 doubles)
Chaos, Chaos Pact, Elf, Human, Khemri, Nurgle

Tier D – 8 skills (up to 4 doubles)
Goblin, Halfling, Ogre, Slann, Underworld, Vampire

  • All skills are assigned before the tournament begins (i.e. no progression) and should be reflected on team rosters.
  • Each player may receive no more than 2 added skills. Each of those can be a regular or double skill.
  • There is no limit on skill incidence. Dwarves can have 4 Guards and Lizardmen can have 4 Blocks.
  • Please note that Tier C and Tier D teams also have access to Bribes, Halfling Master Chef, and Star Players.