Tournament Specific Rules

5 games of Sevens. Most of them are being played on the beach as usual, but the third round will be away from the beach, on the cobblestones behind the seedy hotels and pubs facing the seaside. Round 3 will follow the NAF Street Bowl rules and modifications as per the Thanksgiving Throwdown in Virginia, (where we borrowed the ruleset from before getting ice cream all over it) although we’re refining the kick-off table at the moment (see below) and will mention other variations here at least a month before kick off. There are a lot of rules of Street Bowl here but they’ll be in a tidied-up cheat sheet to refer to during the tournament.


Coastal weather table is in effect for all five rounds.

Extra Rules For Playing In The Street

THE SET-UP – A team MUST set up as many players as possible for each kickoff, up to a maximum of 7 players for each drive. Due to the narrower width of the pitch, it is only mandatory to set up one player on the line of scrimmage, though more can be set up if desired. Only one player may be set up in each wide zone.
KICKING OFF – When the ball is kicked off 2d6 are rolled during the deviate the kick step and the lower result is used. The Street Bowl Kick-Off Event table is listed below. If the ball deviates into a wall during the kick, determine the new location before rolling the kick-off event (see Walls vs. Balls below).
CASUALTIES – Unlike regular Street Bowl, we use a D16 to determine the severity of the injury, just like normal play. (Otherwise apothecaries would get ever more confusing)
COBBLESTONES VS. ARMOR – Add +1 to the Armor roll for any player that is knocked over or falls down while playing Street Bowl (whether by a block or a failed action or in any other way). Note that the modifications to Armor roll from Cobblestones or Walls does not stack with Claws. Additionally, a player being Placed Prone does not suffer the +1 to Armor roll from cobblestones when rolling for armor break.
COBBLESTONES VS. BALLS – The ball deviates as normal when kicked or during a wildly inaccurate result during a pass action but will bounce twice if it is dropped after a failed catch or hits the ground in an empty square. If a ball hits the ground, bounce the ball. If the square is not occupied, bounce the ball a second time. After this the ball will stop bouncing and play can continue
as normal. The ball may be caught if it bounces into an occupied square, but it bounces twice more if it is not caught, repeating this process as necessary.

WALLS VS. ARMOR – A player can only be pushed into a wall if there is no available unoccupied legal square. When a player is pushed against a wall, but not knocked over, leave the player standing, but make an Armor roll adding +1 because the wall is as hard as the cobbles! If the armor is broken, the blocked player is knocked over, and you may roll for injury. If a player is pushed back against a wall and knocked over, then the blocking player may add +2 to the Armor roll (+1 for the wall and +1 for the cobblestones!). If the armor is broken, roll injury as normal. If a player is pushed into the crowd at either end of the street, roll injury using the same rules as Blood Bowl (i.e. no armor break required).
Note that the modifications to Armor roll from Cobblestones or Walls does not stack with Claws or Secret Weapon modifiers.

WALLS VS. BALLS – Due to walls on either side of the street, the ball can never leave the pitch except over the low barriers at each end of the street. When a ball exits out of bound in the endzone, the fans will throw it back using the same rules as in Blood Bowl for Throw-In. If a ball would exit play along a wall during play then it will result in a Throw-in using D6 squares for the distance and the standard Throw-in Template for direction, and then bounce twice upon hitting the
ground as described above. This rule affects bouncing balls, and also any deviated kick which hits a wall. Note that there is no touchback in Street Bowl unless the ball bounces back into the half of the kicking team or out the end of the street.

BALLS VS. WALLS – Some throwers will deliberately try to pass the ball to another player by throwing it off a wall. Passing a ball off a wall is extremely difficult, as well as quite unpredictable.
Any such pass suffers a modifier of -1 to the Passing roll in addition to the modifiers for throwing distance. A pass passed off the wall can never be deflected or intercepted, though players with On the Ball may still move as normal. Holding the range ruler sideways, it is possible to bend the passing template so that it goes from the thrower to the intended receiver (or to an empty square)
and also touches one of the walls along the side of its intended path. The location of the bounce off the wall can be along any portion of the range ruler. This marks the square of the wall, which the thrower is aiming for. Make the Pass action considering the -1 to the Passing roll for passing it off the wall as described above. If the throw is fumbled it lands at the thrower’s feet and the ball will
bounce twice. Wildly inaccurate passes are handled as normal and will bounce twice if they hit the ground. If the throw is inaccurate it hits the wall, but then deviates unexpectedly D6 squares in a random direction using the Throw-in template for direction from the wall space! An inaccurate pass which is passed off the wall in this way may be caught by any player on either team in the same way as a bouncing ball, failing which it will hit the ground and bounce twice per the usual rules above. If the pass is accurate the receiver as normal may attempt to catch it.

WALLS VS. STUNTIES – Throw Teammate works the same way as usual, with the exception of the thrown player hitting one of the walls. If a thrown teammate scatters into a wall, roll a D6. On a 1-5 the player stops scattering as they violently hit the wall. Treat them as if they were pushed back and down against the wall (+2 to the Armor roll). On a 6, the player has managed to successfully kick himself off of the wall. The Coach may determine which direction the player will continue on in by using the throw-in template. Roll a D3 to determine the number of squares the player will travel from the wall, and then treat the landing roll as normal in that square.

NO REF – Street Bowl games are not watched over by a Referee, which means players cannot be sent off, but they can be hurt in retribution. A player wishing to commit a foul does so as normal, taking assists into account.
Irrespective of the success of the foul attempt, the coach of the fouled player may roll a D6; on a 1-3 nothing happens, on a 4+ angry fans have hit the fouler with a rock. Make an armor roll for the player committing the foul adding +1 to the roll. If the roll is enough to break armor, make an injury roll as normal. If armor is broken on the player committing the foul, his team suffers a turnover.

SECRET WEAPONS – The fans aren’t too crazy about Secret Weapons. Any player with the Secret Weapon skill is safe for as long as the game is going on. As soon as a drive ends the fans rush in to attack them. Each coach must roll a d6 for each of his players with the Secret Weapon skill. On a roll of 1-3, the player is dragged away by the riotous crowd. Consider said player Badly Hurt, but Potions may not be used to alter his condition. On a roll of 4-6, the player manages to fight his way free of the crowd and may play on until the next game break, when such a roll is made again. If the player with Secret Weapon also has Loner, he can only fight his way free on a roll of a 6!

POTIONS FOR BRIBES Regular Street Bowl allows coaches to buy potions for their players to revive them after injury. It doesn’t allow bribes (as there’s no ref to bribe.) For the third match of the tournament, any team that rostered bribes can substitute them for magic potions.

These potions may be administered to any player who is Knocked Out, Badly Hurt, or Seriously Injured (if the player is Dead, it’s too late) just after Knock-outs are rolled. Coaches can also feed potions to healthy players prior to setting up for any drive, though it usually isn’t the best idea. After a player has been given a potion, roll a D8 and refer to the following table:

1 – SQUIG PISH: It’s poisonous! The player is killed immediately. You get what you pay for!
2 – TAP WATER: It does no good. If the team has more potions, the player may try another one after the next drive is finished.
3 – LAUDANUM: This dulls the player’s pain enough to get him back onto the pitch. He gains Really Stupid, Thick Skull and a -2 AG modifier for the rest of the match.
4 – DWARF ALE: The player returns to play, but is somewhat wasted. He gets -1 AG and Bone-Head for the rest of the match.
5 – HEALING BALM: Just the thing! The player may return to play with no ill effects.
6 – WARPSTONE TINCTURE: The player returns to play and gains Sprint and Jump-Up, but must be the first player to act every turn for the rest of
the match.
7 – ORCA-COLA: The player returns to play, but has picked up a taste for a certain soda. If he ever ends an action in a wide zone or end zone, he
leaves the pitch to visit the concessions stand and misses the rest of the drive (may still score a TD).
8 – FUNGUS BEER: Look out! The player gains +2 ST and Frenzy, but suffers from Wild Animal for the rest of the match. Furthermore, he must roll a die at the start of every turn (his team’s and the opponents’), whether he is on the field or not. On the roll of a 1, he dies immediately.

Kick Off Table

The standard Sevens Kick Off table is in effect for rounds 1, 2, 4, 5.

The Street Bowl Kick Off Table in the NAF rules is aligned with the 2016 ruleset (for example the Blitz! event). For this tournament, we use a modified version of the standard Sevens Kick Off table, as listed below: (work in progress)

2LOOSE MASONRY: Bricks rain down on one side of the field. Randomly select one wide zone. Any players (from either team) in that area must make an immediate unmodified Armor roll. If their armor is broken, proceed with an Injury roll as usual.
3RIOT: Both coaches roll a D6. The coach that rolls the lowest randomly selects D3 of their players from among those on the pitch. In the case of a tie, both coaches randomly select D3 of their players from among those on the pitch. All of the randomly selected players are Placed Prone and becomes Stunned.
4STRAY PONY: The stable boy at a nearby tavern forgot to bolt the door! Suddenly a galloping pony runs right across the street, throwing the game into disarray. Each player on the line of scrimmage is moved into the square directly behind them (away from midfield) and must make a standard Dodge roll. If another player is occupying that square, he is pushed directly backwards and stays on his feet. If the dodge roll is failed, the player is knocked over. Roll armor for any knocked over players as normal, except adding +2 to the roll: +1 for the cobblestones and +1 for the trampling hooves of the pony. Players with ST5 or higher, or with Foul Appearance, do not have to roll as the pony wisely detours around them.
5HIGH KICK: The ball is kicked very high, allowing a player on the receiving team time to get under it. Any one player on the receiving team who is not in an opposing player’s 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.
6CHEERING FANS Both coaches roll D6 and add the number of Cheerleaders on their roster. The highest scoring coach rolls on the Prayers To Nuffle table. In the event of a tie, neither coach receives a Prayer.
7BRILLIANT COACHING: Both coaches roll D6 and add their Assistant Coaches. The highest score receives a reroll for this drive. In the event of a tie, neither team receives a reroll.
8CHANGING 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
9QUICK SNAP: D3+1 open players on the receiving team may immediately move one square in any direction
10BLITZ!: D3+1 players on the kicking team may activate to Move.  One may perform a Blitz and one may perform a Throw Team Mate action.  If a player falls over or is knocked down, the Blitz ends immediately.
11THROW A ROCK: Each coach rolls a D6. The coach who rolls the lowest number (or both coaches if there is a tie) randomly selects one of their players on the pitch. That player is hit by a rock and is Knocked Down. Make an Armor roll as usual, with the +1 modifier for the cobblestones.
12GUARDS!! The city watch are called out to discourage the game! The slowest player on each team (randomize ties) is targeted by an
unmodified ST3 block from a player without any skills. Examples: A ST 2 player would roll 2 dice and his opponent would choose the result; a ST3
player would roll 1 block die and be stuck with that result; a ST 4+ player would roll 2 block dice and choose his favored result. If the player is
knocked down by that roll, he is subsequently arrested and misses the rest of the game. Any pushes move a player directly toward their own
end zone (i.e. backwards).

“Look Ma, No Hands!”

Oh dear. One of your players got bored before the final round and bought some terrible contraption from one of the overpriced souvenir shops on the seafront.

For round 5, one chosen non-loner player on your team will gain the Chainsaw and No Hands skills for one drive only – this player needs to be nominated while setting up your players for that drive. Note that this does not count as a Secret Weapon, unlike other chainsaws.