Each round will have the duration of 2h15. The clock for each round will be shown on a big screen.
Also, it is mandatory that each game of the round will be followed by a chessclocks, either by app ou physical one owned by the coaches: each coach will divide the total and will dispose of 1h, 7m and 30s to play his turns/actions.
A coach will be unable to do any voluntary actions if he runs out of time in the pool – ex.: cannot try to intercept a pass, but still will roll armour and injury rolls if an opposing player is knocked down.
If a player runs out of time in the pool, his opponent may not share his time!
The round ends when the time on the big screen ends. After that, any roll will not be considered and the score will be the one at the moment of the end of the round.
If, by any chance, the time on the chessclock exceeds the time on the big screen, the latter will prevail: to keep the track of time faithfully, it is recommended that the chessclock never stops, even in the case of referee intervention. Thus, it is also recommended for the coaches to check the time shown on the big screen.
After the pairings are drawn, if both coaches are ready, they can make the pre-match rolls and deploys before the clock starts. Nonetheless, it’s not allowed to start the first turn – or Blitz! – before the beginning of the round.
In an eventual delay of a coach to the table, the time of the delay will be subtracted to his time pool.
WIN = 3 pts
DRAW = 1 pt
LOSS = 0 pt
Strength of Schedule;
Net TD’s + Net CAS; *all CAS count!
Most Touchdowns;
Head to Head (top 3)
Random
Each coach must use the dices offered at the tournament, and dices placed at each table by the tournament organization.
Coaches must share dices if required by either coach.
Dices whose base isn’t totally settled are considered “cocked” and must be re-rolled.
Any player dropping out from rounds will not be eligible for prizes.
Any player conceding a match without proper cause will be banned from this event and it’s further editions.
Miniatures must be painted.
The miniatures don’t have to be original Games Workshop. However, the miniatures must have an approximate scale, representative for the roster’s race and players (ie a Norse thrower must look like a Norse thrower), not allusive to other themes other than fantasy football and it’s positional should be easily distinguishable.
All miniatures with additional skills must be identified. Skill rings are a standard solution, if you can’t bring them, the event will borrow you some – please ask for them at the check in and try to arrive early!
Colour scheme bellow:
Blue – Block
Yellow – Dodge
Green – Guard
Red – Mighty Blow
Orange – Tackle
White – Wrestle
Pink – Sure Hands
Purple – Frenzy
Other – any different skill from the above, warn your opponent.