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Lucca World Cup Transport & Schedule

This document provides information for the NAF World Cup 2515 Blood Bowl tournament to be held in Lucca, Italy. It outlines the schedule, venue details, rules, skill selection process and other event logistics for participants. The tournament will follow the latest CRP ruleset with some exceptions and use a tiered skill selection system based on team race. It emphasizes good sportsmanship and ensuring games are completed on time according to the provided match sequence and timing guidelines. The introduction thanks the organizers for their work in planning this event to bring together Blood Bowl coaches from around the world in celebration of their hobby.
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0% found this document useful (0 votes)
145 views11 pages

Lucca World Cup Transport & Schedule

This document provides information for the NAF World Cup 2515 Blood Bowl tournament to be held in Lucca, Italy. It outlines the schedule, venue details, rules, skill selection process and other event logistics for participants. The tournament will follow the latest CRP ruleset with some exceptions and use a tiered skill selection system based on team race. It emphasizes good sportsmanship and ensuring games are completed on time according to the provided match sequence and timing guidelines. The introduction thanks the organizers for their work in planning this event to bring together Blood Bowl coaches from around the world in celebration of their hobby.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

THE NAF

WORLD CUP 2515


LUCCA
CONTENTS
Page 1 -

Contents & Introduction by Jervis.

Page 2 -

Notes for Captains, Schedule & Venue info.

Pages 3 to 4 -

Event Rules pack (Team selection, scoring etc.)

Page 5 -

Transportation in Lucca.

Page 6 -

Guide to Lucca and Event Shuttle info.

Page 7 -

Reaching the Venue info.

Page 8 -

Lucca Bus timetable.

Page 9 -

Printable A5 Passing Chart.

Page 10 -

Printable A5 Quick Reference Chart.

INTRODUCTION
Is it really four years since the last Blood Bowl World Cup?!?
Well, hard as it is to believe, it really has been four years since
Blood Bowl coaches from all over the world gathered to
celebrate their hobby and decide which of the participants are
the best Blood Bowl coaches in the whole wide world!
However, while I know that the competition for the title will be
as fierce as ever, I also know that the main reason for attending
the World Cup is to meet old friends, make new ones, and talk
late into the night about amazing plays or of terrible luck with the
blocking dice. This is the truly wonderful thing about the World
Cup it lets us know that wherever we come from, we are more
alike than different, and that we all talk the language of Blood
Bowl.
Considering this, it would be remiss of me not to finish this
introduction by saying a massive thank-you to the organisers of
the 2015 World Cup. They have put in a huge amount of work
already, and I know that they will be working their socks off over
the World Cup weekend to make sure that it is the best World
Cup yet. Make sure you show your appreciation of their efforts
whenever you get the chance.
And with that I will wish you good luck in your games. May all of
your dice rolls be sixes, and may you never fail to go for it!
Jervis

Page 11 -

Game Term Translations.

FOR TEAM CAPTAINS

SCHEDULE

Registration will open Jan 30th and close March 8th. Visit
the World Cup website to register: [Link]

Friday-Saturday

Team captains are responsible for their teams headcount.


Individual coaches dont have to tell the organization if they are
present or not.
Team captains need to tell us on Friday morning if their team
has arrived, after theyre sure their whole team is present (or not).
Captains! Please be at the venue at 8:00 on Friday to register!
Make sure you have the names of your team with you. That way
we can begin on time!
On Saturday and Sunday captains only need to tell us if theyre
missing coaches.
Team captains are responsible for picking up the Match Result
Forms. After picking up the form, they tell their team at which
tables theyll play.
Team captains are responsible for returning the match results
and the painting votes.
Match Result form: The team captains of both teams will sign the
result sheet. One team captain will bring it to the organization.
If a match result form is handed to us, signed by both team
captains, we expect the results to be final.
Painting votes form: We recommend the coaches who finish
earlier spend that time checking out their opponents painted
teams. The team captain and one other team member must sign
the painting votes sheet.
We expect all coaches to behave as were accustomed to
during Blood Bowl tournaments. If we get complaints about
coaches or if the organization has problem with a coach, then
well talk to the team captains about it.
We would also appreciate it if the team captains could either
print this for their team members or notify them that they should
make themselves a copy. We expect all coaches to have a copy of
this booklet, as there wont be any available at the tournament!

Game 1: 10:00-12:15

Lunch:
12:15 - 13:30

Game 2:
13:30 - 15:45

Game 3:
16:45 - 19:00

Sunday
Game 1: 9:30-11:45

Lunch:
11:45 - 12:45

Game 2:
12:45 - 15:00

Game 3:
15:45 - 18:00

Award ceremony:
18:30-19:00

VENUE
Lucca Fiere e Congressi
Lucca Fiere e Congressi S.p.A
Via della Chiesa XXXII, trav. I, 237
55100 Lucca (Italy)
Tel:
Fax:

+39 0583 582676


+39 0583 318204

E-mail: segreteria@[Link]
Web: [Link]
The exhibition complex in the city of Lucca is situated in a favorable
position proximate to both the city center and the motorway
exits for Lucca East and Lucca West.
Being a little more than half a mile from the historic city center,
the venue is easily accessible by both car and public transport,
and most of the route is served by practical bike paths.
Its strategic location, overlooking one of the most important
Italian motorway junctions, the A11 Florence-Versilia, makes
the neighborhood easily visible and accessible.
The visitor can participate in the events organized at the venue
while simultaneously enjoying the historical and artistic beauty
of Lucca and its surroundings.

RULES
The NAF World Cup will use the latest rule set; CRP , with the
following exceptions and/or amendments:
The Illegal Procedure rule will not be in use, nor is the 4 minute
timer rule. Please note that you may be given a certain amount
of time to complete your game should you be running late. More
on this under match sequence.

Skills are awarded as follows:

TIER

DAY 1

3 Regular Skills

Coaches have 1,100,000 GP to create their starting team


rosters. Team rosters must consist of at least 11 players as per
the normal rules.

Inducements are not allowed, with the exception of Tier 3 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.
Star Players are counted toward the minimum of 11 players
per team. If opposing teams have the same Star, both may play.

4 Regular Skills
+ 1 Double Skill

4 Regular Skills
+ 1 Double Skill

DAY 2

2 Regular Skills
OR 1 Double
Skill OR 1 Skill
1 Regular Skill + to a player that
1 Double Skill
has already
received a regular
skill (but not a
double skill).

1 Regular Skill +
1 Double Skill

2 Regular Skills
OR 1 Double
Skill OR 1 Skill
to a player that
has already
received one.

1 Regular Skill +
1 Double Skill

2 Regular Skills
OR 1 Double
Skill OR 1 Skill
to a player that
has already
received one.

Star Player Points are in not use.


All casualties and/or deaths are healed between rounds. Stat
decreases will not pass on to the next game.
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.

DAY 3

Please Note that Tier 3 teams also have access to Bribes, Halfling
Master Chef, and Star Players as covered above.
Players may not add more than one skill except in the case of Day
3s last option.

Chaos Pact, Slann and Underworld teams are allowed. Alternate


teams such as Khorne are not.

All skills MUST be noted on the team roster your team captain
hands in to the organization when registering your team on Day 1

Each team consists of 6 coaches. Each coach MUST coach a


Blood Bowl team of a different race than any other coach of his
team. This will result in each team having 6 different races. Ergo:
No team can have two undead teams for example. (You can obviously have multiple Daves or Maggies in your team, thats actually
a lot of fun)

MATCH SEQUENCE

SKILL SELECTION
The number of skills awarded will be determined by team type.
TIER 1
Amazon, Chaos Dwarf, Dark Elf, Dwarf, Lizardman, Norse, Orc,
Skaven, Undead, Wood Elf
TIER 2
Chaos, Chaos Pact, Elf, High Elf, Human, Khemri, Necromantic,
Nurgle, Slann
TIER 3
Halfling, Goblin, Ogre, Underworld, Vampire

The match sequence is as follows:


1) PRE MATCH & INTRODUCTION.
Decide what constitutes a cocked die. (It is recommended that
any dice that is not flat on the table or board is considered cocked
to eliminate any confusion, but ultimately this is for the coaches to
decide.)
Show your opponent your roster and team.
Point out which players represent which positions and point out
which players have got which skills.
Look over your opponents team roster and ensure that its legal.
Call for a NAF Referee or NAF Tournament Official in the event
of any discrepancy before the match begins.
Work out the number of Fans and Fame and note the result.
2) THE MATCH.
Roll Weather.
Roll for Kick Off. (Winner decides to kick or receive).
Receiving teams turn.
Kicking teams turn...
Etc...

3) THE POST MATCH SEQUENCE.


Fill out results sheet and sign it. Please ensure that both you and
your opponents results sheets are in accordance.
Data Entry. Hand in results sheet at the appropriate point. Once
a signed result sheet is handed over to a NAF Tournament Official the result cant be changed.
4) MATCH TIMING.
You have 2 hours and 15 minutes to complete your match. When
one hours over, a general notice will be given that you should be
close to starting the 2nd half.
If, with one hour left, your game hasnt started the second half
yet, you and your opponent will get a timer (chess clock). Each
coach will have 30 minutes time for all his turns left in the game.
If youve spent all your time and your opponent hasnt, all you are
allowed to do is put any prone players upright and unstun any
players that are stunned. You are not allowed to take ANY other
action than this.
If one or both coaches are late for the game, the referees will make
note of your table number and who is late. If, with one hour left,
the game hasnt started the second half yet, the coach who was
late will get 20 minutes instead of 30. His opponent will get 40
minutes instead of 30. If both players were late both players will
get 30 minutes. If one of the players is not at his table after 30
minutes, the other player will win by default! If 2 hours and 15
minutes have passed or both players time has run out the game
ends immediately.
5) POINTS & RANKINGS.
Results will go into two rankings: Team and Individual.
Team Ranking: Each game played by a team member will add up
to the team ranking. The team ranking will be made up of the
results from all the team members.
Win :
Draw :
Loss :
Tiebreaker:

1 point
1/2 point
0 point
Net TD + Net Cas

Individual Ranking: Well also keep track of an individual


ranking. Each game will add points (or none) to this ranking.
Win :
Draw :
Loss :
Tiebreaker:

3 points
1 point
0 point
Net TD + Net Cas

TRANSPORTATION in LUCCA
BY CAR
WEST
From Viareggio: Viareggio-Lucca Bretella motorway link, exit
Lucca est (5 minutes from the Venue of NAF World Cup 2015,
following the Road Instructions to Lucca Fiere e Congressi)

Airport Call Center (ADR)


Fly informations
Alitalia Info Center

SOUTH
From Pisa: National Road no. 12 (Abetone and Brennero) or
follow the road instructions and take The A11 Firenze-Pisa
Nord direction Florence.

VaiBus Bus Lines


[Link]
Terminus - ticket office Lucca Piazzale Verdi
Lucca Piazzale Verdi (from and to Lucca, Piana di Lucca, Valle
del Serchio, Pisa, Florence)

From Fiumicino Roma Aiport: Take The A1 Highway direction


Milano then turn to A11-E76 When You Arrive in Florence to
Pisa Nord and take The Lucca Est Exit
NORTH
From Malpensa Milano Airport: There are Two Suggested Routes;
1) Take The A1 Highway direction Napoli then turn when you
arrive in Bologna to A11 E76 direction Florence From Florence
To Pisa Nord and take The Lucca Est Exit
2) Take The A1 Highway Direction Napoli then turn when you
arrive after Parma to A15 Parma-La Spezia, then take the A12 to
Livorno and change the route following A11-E76 to Florence and
take The Lucca Est Exit
From Massa Carrara: province road n 445 Carpinelli pass, Piazza al Serchio, Castelnuovo Garfagnana, Borgo a Mozzano.
From Modena: province road n 324 Radici - Radici pass, Castelnuovo Garfagnana, Borgo a Mozzano
BY PLANE

Flight information
+39 050 849 300
Air tickets
+39 050 849404
Luggage assistance service +39 050 849400
Cargo agency
+39 050 849350
Freephone (claims only) +39 800 018 849
Florence air terminal
+39 055 216073
info@[Link]

+39 0584 30996

Barga, via Canipaglia, 2

+39 0583 724303

Castelnuovo di Garfagnana, [Link] Repubblica


Tel
+39 0583 62039
Fax
+39 0583 666674
Ticket Offices
Lucca Piazzale Verdi (from and to Lucca, Piana di Lucca, Valle
del Serchio)
Tel
+39 0583 587897
Fax
+39 0583 541240
opening hours:
Monday-Saturday 06.00 20.00; Sunday 8:00 20:00
Lucca Via Cavour
Tel
+39 0583 466963
opening hours:
Monday-Saturday 06.00 20.00; Sunday 8:00 20:00

FS Trenitalia
[Link]

+39 055.3061300
+39 055.3061302
+39 055.3061664
+39 055.30615
+39 055.3061355

Railway line Florence-Viareggio (East-West)


Main stops:
Altopascio Montecarlo Capannori Lucca Viareggio
Railway line Pisa-Aulla (North-South)
Main stops:
Lucca Borgo a Mozzano Barga Castelnuovo Garfagnana
Piazza al Serchio Pieve San Lorenzo

Malpensa Airport Milano


[Link]/en
Terminal 1
Terminal 2
+39 02.232323

Viareggio, Piazza dAzeglio


(for Viareggio and Versilia)

BY TRAIN

Amerigo Vespucci Airport - Firenze Peretola


[Link]

General Call Center



Help Center

BY BUS

Lucca Piazzale Verdi (from and to Pisa, Pistoia, Montecatini,


Prato, Florence)
Tel
+39 0583 584877
Fax
+39 0583 53892
opening hours:
Monday-Saturday 06.00 20.00; Sunday 8:00 20:00

Galileo Galilei Airport Pisa


[Link]

Switchboard
Lost luggage
Fax
Secretary
Fax

+39 06.65951 (24h)


+39 06.65951 (24h)
+39 06 6563.1 (7:00-23:00)

+39 02.74852200
+39 02.74852200

Fiumicino Airport Roma


[Link]/web/aeroporti-di-roma-en-/pax-fco-fiumicino

Lucca Train station


Piazza Ricasoli
Ticket office:
+39 0583 467013
opening hours: 5.30 20.30
Bookings & Information Desks:
opening hours: 7.00 20.30
Timetable Information: FS informa:
Assistance office for the disabled:

+39 147 888 088


+39 0583 490104

GUIDE to LUCCA
Situated in a secluded location but with access to major national
roads, Lucca enjoys good transport links and is easily accessible
by public transport, by roadway, and by railway lines that extend
from the coast of Versilia across the plain of Lucca and into the
valley of Serchio.
The great coastal road can be accessed easily from the high speed
inland motrway.
Lucca is also well served by two international airports located in
the nearby cities of Florence and Pisa.

REACHING the VENUE


When you arrive in Lucca you can use the following public
transport, especially if you have arrived by train:
FREE SHUTTLE
PIAZZA SANTA MARIA > WORLD CUP

Piazza Santa Maria


7:40
7:50
8:00
8:20
8:30
8:40
9:00

World Cup
8:00
8:10
8:20
8:40
8:50
9:00
9:20

PIAZZALE VERDI > WORLD CUP

Piazzale Verdi
7:45
8:00
8:15
8:30
8:45
9:00

World Cup
8:00
8:15
8:30
8:45
9:00
9:15

WORLD CUP > PIAZZA SANTA MARIA

World Cup
19:15
19:20
19:25
19:55
20:00
20:05

Piazza Santa Maria


19:35
19:40
19:45
20:15
20:20
20:25

WORLD CUP > PIAZZALE VERDI

World Cup
19:15
19:20
19:25
19:55
20:00
20:05

Piazzale Verdi
19:30
19:40
20:00
20:10
20:30
20:40

REACHING the VENUE cont.


RADIO TAXI
The city of Lucca offers a functional taxi service that allow you
to reach the historic city center and the surroundings of the
province in a fast and efficient way. Taxis can be found in the
connection points of the city, such as the rail station or the
hospital, and in squares representing routes of entry and exit,
such as Piazza Santa Maria or Piazzale Verdi.
LUCCA TAXI ASSOCIATION:
24 hour taxi service is offered to the city and to the main airports, ports, railway stations, as well as to any other destination;
the wait times for the taxis are minimal. The cars include sedans,
station wagons and spacious MPV, all air-conditioned.
Lowering the flag:
3.00
Minimum Fare:
6.00
Urban race - Fee-based multiple (time and location) at km 1,10
Race suburban - Fee-based mileage (forward) at km: 1.60
Stop hour:
22.00
Night service (from 22:00 to 06:00): 2.50
Holiday service:
2.50
Each bag
0,50
Address of Association: Via Romana, 615
Tel
+39 0583-333434
LIST OF TAXI PARKING:
Piazza Santa Maria - Tel +39 0583-494190
Piazzale Verdi - Tel
+39 0583-581305
Via Vittorio Emanuele / Piazza del Giglio
Tel
+39 0583-316041
Piazzale Ricasoli (Central Train Station [Link])
Tel
+39 0583-494989
Radio Taxi
Tel
+39 02/5353
[Link]
info@[Link]
AUTOBUS
CTT North is the company that manages the local public transport
service by BUS in the province of Lucca from October 22, 2012
through its subsidiary VaiBus Scarl.
VAIBUS Offices are located in Piazzale Verdi and Viale Cavour
Tel
+39 0583-587897
Fax
+39 0583-541240
info@[Link]
[Link]
Router Planner: [Link]
PURCHASE TICKETS TO TRAVEL
Here is where you buy tickets for the bus and subscriptions:

TICKET OFFICE OF LUCCA


Piazzale Verdi
Tel
+39 0583-587897
opening hours:
6:00 to 20:00 (weekdays) 8:00 to 20:00 (holiday)
TICKET OFFICE OF VIAREGGIO
Piazza DAzeglio
Tel
+39 0584-30996
opening hours:
Winter Weekday hours (Mon - Fri)
Holiday (Saturdays & public holidays)
Summer Weekday hours (Mon - Fri)
Holiday (Saturdays & public holidays)

6:40 to 20:00
8:00 to 19:20
7:00 to 20:20
8:00 to 19:20

Winter time is in effect from September 1 to June 30


The summer schedule is in force from July 1 to August 31
TICKET OFFICE OF FLORENCE
Largo Fratelli Alinari 9
Tel
+39 055-214637
opening hours:
Weekday hours (Mon - Fri)
Holiday (Saturdays & public holidays)
August weekdays & holidays

6:40 to 19:55
7:00 to 19:55
7:00 to 19:25

Titles travel VaiBus are also sold in 561 outlets throughout the
territory; the full list of these retailers is available from the
Director of Lucca and also from the menu to the right on this
page.
[Link]
resales are broken down by product category:
Travel Agents 4
Hotels and Lodging 8
Grocery, Supermarket & Convenience Stores 15
Restaurants 15
Bar, Tobacco & Newspapers 445
Various exercises (Bazar, photographers, laundries, etc.) 74
Titles travel VaiBus can also be purchased through the following
ticket machines:
LUCCA Parking Cut
LUCCA Piazzale Verdi (within the Agency)
TICKET ON BOARD:
Purchased directly from the driver on board.
Its strictly necessary to climb up by the front door with money
counted. The rates are increased, under existing regional
arrangements.
TOTEM INFORMATION:
Lucca, - San Luca Hospital Admission
Viareggio, Piazza Dante Alighieri - (Train station)
The Bus Line to get to the NAF WORLD CUP 2015 Venue is:
No. E18 ExtraUrban Line Services from VAIBUS Piazzale
Verdi Offices

PASSING CHART

PASSING CHART
AGILITY TABLE
Players AG

D6 Roll Required

6+

5+

4+

3+

2+

1+

An unmodified 1 ia ALWAYS a failure and an unmodified 6 is ALWAYS a success

PASSING MODIFIERS

SKILL MODIFIERS

Throwing a Quick Pass

+1

Accurate

+1 to D6 when Passing

Throwing a Short Pass

+0

Dump-Off

Thrower may make a Quick Pass when being Blocked

Throwing a Long Pass

-1

Hail Mary Pass

Inaccurate to any square

Throwing a Long Bomb

-2

Nerves of Steel

Ignores opposing tackle zones

Per opposing tackle zone on the player throwing the ball

-1

Pass

Reroll failed passes

Safe Throw

If Intercepted, thrower makes an unmodified Agility


roll. If passed Interception is cancelled

Strong Arm

The player may add 1 to the D6 when he passes


Short, Long or Long Bomb range

PASSING CHART
Regular Throwing Ranges
13

12

11

10

THROW TEAM-MATE/RIGHT STUFF


Throwing a Quick Pass
B

+0

Throwing a Short Pass

-1

Throwing a Long Pass

N/A

Throwing a Long Bomb

N/A

Per opposing tackle zone on the player throwing AND on the


square thrown player is landing in

-1

NOTES
Always Inaccurate. Thrown player scatters 3xs

10

11

12

13

Throwers Square

Long Pass - N/A for Big Guy Throwing

Quick Pass

Long Bomb - N/A for Big Guy Throwing

Short Pass

Fumbles NOT a turnover: Fumbled player lands in his original square, roll to see if he lands
on his feet
CANT be intercepted
If thrown player lands on occupied square, knocks down player and knocked down player
makes armor roll, scatter thrown player until he lands in unoccupied square. Cannot land on
more than one player

WORLD CUP

2515

WEATHER & KICKOFF

QUICK REFERENCE
WEATHER TABLE
2

3
4-10

INJURY TABLE

Sweltering Heat: Its so hot and humid some players collapse from heat
exhaustion.
Roll a D6 for each player on the pitch at the end of a drive. On a roll of 1 the player
collapses and may not be set up for the next drive.

2D6

Result

2-7

Stunned: Leave the player on the pitch but turn him face-down. All face-down
players are turned face-up at the end of their teams next turn, even if a turnover
takes place. Note that a player may not turn face-up on the turn they are Stunned.
Once face-up they may stand up on any subsequent turn using the normal rules

8-9

KOd: Take the player off the pitch and place them in the KOd section of the
Dugout. At the next kick-off, before you set up any players roll for each of your
players who have been KOd.
On a roll of 1-3 they must remain in the KOd box and may not be used.
On a roll of 4-6 you must return the player to the Reserves box and can use them
as normal from then on.

10-12

Casualty: Take the player from the pitch and place them in the Dead & Injured
section of the Dugout. The player must miss the rest of the match.
In a league roll on the Casualty Table to see exactly what has befallen the player.

Sunny: A glorious day!


But the blinding sunshine causes a -1 modifier on all passing rolls.
Nice: Perfect Blood Bowl weather.

11

Pouring Rain: Its raining, making the ball slippery and difficult to hold.
A -1 modifier applies to all Catch, Intercept, or Pick-Up rolls.

12

Blizzard: Its cold and snowing!


The ice on the pitch means that any player attempting to move an extra square
(GFI) will slip and be Knocked Down on a roll of a 1 or a 2, while the snow means
that only Quick or Short passes can be attempted.

2D6

Result

KICK-OFF TABLE
2

2D6

Result

Get the Ref: The fans exact gruesome revenge on the referee for some of the
dubious decisions he has made either during this match or in the past. His replacement
is so intimidated that he can be more easily persuaded to look the other way.
Each team receives 1 additional Bribe to use during the game. A bribe allows you to
attempt to ignore one call by the referee for a player who has committed a foul to be
sent off or a player armed with a secret weapon. Roll a D6, on a 2-6 the bribe is effective (preventing a Turnover if the player was ejected for fouling) but on a roll of a
1 the bribe is wasted and the call still stands. Each Bribe may be used once per match.

Changing Weather: Make a new roll on the Weather table. Apply the new Weather
roll. If the new Weather roll was a Nice result then a gentle gust of wind makes the
ball scatter one extra square in a random direction before landing.

Brilliant Coaching: Each coach rolls a D3 and adds their FAME and the number of
Assistant Coaches on their team to the score. The team with the highest score is inspired
by their fans cheering and gets an extra re-roll this half.
If both teams have the same score, then both teams get a re-roll.

Riot: The trash talk between two opposing players explodes and rapidly degenerates
involving the rest of the players.
If the receiving teams turn marker is on turn 7 for the half, both teams move their
turn marker back one space as the referee resets the clock back to before the fight
started.
If the receiving team has not yet taken a turn this half the referee lets the clock run
on during the fight and both teams turn markers are moved forward one space.
Otherwise roll a D6. On a 1-3, both teams turn markers are moved forward one
space. On a 4-6, both teams turn markers are moved back one space.

Quick Snap: The offence start their drive a fraction before the defence is ready,
catching the kicking team flat footed.
All of the players on the receiving team are allowed to move one square. This is a free
move and may be made into an adjacent empty square, ignoring tackle zones. It may
be used to enter the opposing half of the pitch.

10

Blitz!: The defence start their drive a fraction before the offence is ready, catching
the receiving team flat footed.
The kicking team gets a free bonus turn. However, players that are in enemy tackle
zones at the beginning of the free turn may not perform an Action. The kicking team
may use re-rolls during a Blitz. If any player suffers a turnover then the bonus turn
ends immediately.

11

Throw a Rock An enraged fan hurls a large rock at one of the players on the
opposing team.
Each coach rolls a D6 and add their FAME to the roll. The fans of the team with the
higher total are the ones who threw the rock. In case of a tie a rock is thrown at
each team!
Decide randomly which player in the opposing team was hit (only players on the
pitch a eligible) and roll for the effects of the injury straight away. No armour roll
is required.

12

Pitch Invasion: Both coaches rolls a D6 for each opposing player on the pitch and
adds their FAME to the roll. If the roll is a 6 or more after modification then the player
is Stunned (players with the Ball & Chain are KOd). A roll of 1 before adding FAME
will always have no effect.

Perfect Defence: The kicking teams coach my reorganize his players.


In other words he can set them up again into another legal defence. The receiving
team must remain in the set-up chosen by their coach.

High Kick: The ball is kicked very high, allowing a player on the receiving team to
move into the perfect position to catch it.
Any one player on the receiving team who is not in an opposing players tackle zone
may be moved into the square where the ball will land no matter what their MA may
be, as long as the square is unoccupied.

Cheering Fans: Each coach rolls a D3 and adds their teams FAME and the number
of Cheerleaders on their team to the score. The team with the highest score is inspired
by their fans cheering and gets an extra re-roll this half.
If both teams have the same score, then both teams get a re-roll.

WEATHER, KICKOFF & SKILLS


TRANSLATIONS
So you think you know it all. No translation needed. But what if
your opponent is from France or Spain and does not know the
English words for some skills or the weather table. Disturbios?
What do you mean?

2D6

Kickoff Table

Tableau de coup denvoi

To make it more simple for you, the next pages contain lists of
translations for the Kickoff table, weather table and the skills.
With the keyword known to both players you can look up what
happens in your own language! Of course any disputes will be
dealt with by the referees.
Strength

Tabla de patadainicial

Force

Fuerza

Get The Ref

A mort larbitre

A por el rbitro

Break tackle

Esquive de force

Abrirsepaso

Riot

meute

Disturbios

Grab

Projection

Apartar

Perfect Defense

Dfenceparfaite

Defensa perfecta

Guard

Garde

Defensa

High Kick

Chandelle

Patadaalta

Juggernaut

Juggernaut

Juggernaut

Cheering Fans

Supporters

Los hinchasaniman

Mighty blow

Chtaigne

Golpemortfero

Changing Weather

Changement de mto

Tiempo variable

Multiple block

Blocage multiple

Placajemltiple

Brilliant Coaching

Entranement

Tcticabrillante

Piling on

Ecrasement

Aplastar

Quick Snap

Surprise

Anticipacin

Stand firm

Stabilit

Mantenersefirme

10

Blitz

Blitz

Penetracin

Strong Arm

Costaud

Brazofuerte

11

Throw a Rock

Rocher

Pedrada

Thick skull

Crneepais

Cabezadura

12

Pitch Invasion

Invasion du terra

Invasin del campo


Mutation

General

Gnral

General

Mutation

Mutacin

Big hand

Main dmesure

Mano grande

Block

Blocage

Placar

Claw

Griffes

Garra

Dauntless

Intrpidit

Agallas

Disturbing presense

Prsenceperturbante

Presenciaperturbadora

Dirty player

Joueurvicieux

Juegosucio

Extra arms

Bras supplmentaires

Brazos adicionales

Fend

Parade

Zafarse

Foul appearance

Rpulsion

Aparienciaasquerosa

Frenzy

Frnsie

Furia

Horns

Cornes

Cuernos

Kick

Frappe prcise

Patada

Prehensile tail

Queue prhensile

Cola prensil

Kickoff Return

Anticipation

Anticiparse

Tentacles

Tentacules

Tentculos

Pass block

Blocage de passe

Bloquearpase

Two heads

Deuxttes

Dos cabezas

Pro

Pro

Profesional

Very long legs

Trslonguesjambes

Piernasmuylargas

Shadowing

Poursuite

Perseguir

Strip ball

Arracher le ballon

Robar baln

Sure hands

Dextrit

Manos seguras

Always hungry

Toujoursaffam

Siemprehambriento

Tackle

Tacle

Placajedefensivo

Animosity

Animosit

Animosidad

Wrestle

Lutte

Forcejeo

Ball & chain

Chane&boulet

Bola con cadena

Bloodlust

Soif de sang

Sed de sangre

Bombardier

Bombardier

Bombardero

Agility

Agilit

Extraordinary

Agilidad

Extraordinaire

Extraordinaria

Catch

Rception

Atrapar

Bonehead

Cerveau lent

Cabezahueca

Diving catch

Plongeon

Recepcinheroica

Chainsaw

Trononneuse

Sierra mecnica

Diving tackle

Tacleplongeant

Placajeheroico

Decay

Dcomposition

Degenerar

Dodge

Esquive

Esquivar

Fan favorite

Idole des foules

Favorito del pblico

Jump-up

Bond

En pie de un salto

Hypnotic gaze

Regard hypnotique

Mirada hipntica

Leap

Saut

Saltar

Loner

Solitaire

Solitario

Sidestep

Glissade contrle

Echarse a un lado

No hands

Manchot

Sin manos

Sneaky git

Sournois

Rastrero

Nurgles rot

Pourriture de Nurgle

Putrefaccin de Nurgle

Sprint

Sprint

Carrera

Really stupid

Grosdbile

Realmenteestpido

Sure feet

Equilibre

Pies firmes

Regeneration

Rgnration

Regenerar

Tackle

Tacle

Placajedefensivo

Right stuff

Poids plume

Agilidadfelina

Wrestle

Lutte

Forcejeo

Secret weapon

Armesecrte

Armasecreta

Stab

Poignard

Pual

Stakes

Pieux

Estacas

Stunty

Minus

Escurridizo

Take root

Prendreracine

Echarraces

Throw teammate

Lance run coquipier

Lanzarcompaero de equipo

Titchy

Microbe

Canijo

Wild animal

Animal sauvage

Animal salvaje

Passing

Passe

Pase

Accurate

Prcision

Precisin

Dump-off

Passerapide

Paseprecipitado

Hail mary pass

La main de dieu

Pase a lo loco

Leader

Chef

Lder

Nerves of Steel

Nerfsdacier

Nervios de acero

Pass

Passe

Pasar

Safe throw

Lancer rcos

Paseseguro

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