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 (with the exception of the Kick Off Table – see below).


Coastal weather table is in effect for all five rounds.

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: Roll a D6 for each player on the pitch, adding the opposing team’s FAME score. On a roll of 6 or higher, the player is 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.
7CHANGING 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
10BLITZ!: The defense starts their drive a fraction before the offense is ready, catching the receiving team flat footed. The kicking team receives a free ‘bonus’ turn; however, players that are in an enemy tackle zone at the beginning of this free turn may not perform an Action. The kicking team may use team re-rolls during a Blitz. If any player suffers a turnover, the bonus turn ends immediately.

“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.