Please download the rules PDF for all the nitty gritty

general rules

General Rules

The Amorical Cup will use the current rules, as detailed in the NAF’s Annual Review 2019. In addition, the following modifications will be in effect:

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.”

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 26 teams detailed in the NAF team lists.

Squad 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, Bretonnian, Dwarf, Elf Union, Necromantic, Norse, Skaven

Tier C – 2 points

Chaos, Chaos Pact, High Elf, Human, Khemri, Khorne, 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).

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.

Fewest total squad points will act as the first tiebreaker, so there is some advantage in using fewer than 10 points. There is also an award for the best team that uses 6 or fewer points.

squad building
team building

Team Build & Skill Selection

Coaches have 1,100,000 GP to create their starting team rosters. Team rosters must consist of at least 11 players. Star Players do not count toward this total. If opposing teams have the same Star Player, both may be used.

All teams are allowed to take the following inducements:

  • Star Players
  • Bribes
  • Sideline Staff, with the exception of Wizards

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, Bretonnian, Dwarf, Elf Union, Necromantic, Norse, Skaven

Tier C – 6 skills (up to 3 doubles)

Chaos, Chaos Pact, High Elf, Human, Khemri, Khorne, Nurgle

Tier D – 6 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.