Rules 
Rules Designers
Florent Maire (Babass)
Bram Serbruyns (gesmachiene)
Mats Clays (Da Great MC)

When we started preparing the rules package for Eurobowl and Eur’Open 2014, we wanted:
- A clear and understandable rules package.
- A rules package that gets accepted by the community. We realise that there will always be people who aren’t 100% satisfied, but we have tried to please as many as possible.
- A rules package that promotes team diversity. Not by enforcing teams to bring a certain amount of tier 2 and tier 3 races, but by making all races competitive.
- A scoring system for teams that puts more importance on ‘winning as a team’, without negating the individual victories altogether.
National teams
A national team consists of 8 coaches, who each play his own bloodbowl team throughout the tournament. A national team must field 8 different races from the BB team lists. At least 5 of a national team's coaches must be citizens or residents of the nation in question. If you are not able to field 8 coaches from your country, we allow the use of up to 3 "freebooters" which preferably should have some relation to your country, teams that use more than 2 freebooters are however not eligible as host for the next Eurobowl.
Rules for team creation
Team value 110
No inducements are allowed, except for Goblin Bribes (50K each, maximum 3) and a Halfling Master Chef (100K).

- We were toying with the idea of giving lower tier teams extra budget, but quickly decided that those lower tier teams needed extra skills more than they needed the extra money.
- Allowing all inducements was never on our agenda. This is not the right tournament to experiment.
Skills
TIER 1 - Amazon, Chaos Dwarf, Dark Elf, Dwarf, Lizardmen, Necromantic, Norse, Orc, Skaven, Undead, Wood Elf

TIER 2 - Chaos, Chaos Pact, (Pro) Elf, High Elf, Human, Khemri, Nurgle’s Rotters, Slann, Underworld, Vampire

TIER 3 - Goblin, Halfling, Ogre

DAY 1 SKILLS (Saturday morning, at the start of the tournament)

Tier 1: 3 normal skills
Tier 2: 4 normal skills + 1 ‘double’ skill
Tier 3: 3 normal skills + 2 ‘double’ skills

DAY 2 SKILLS (Sunday morning, before round 4/5, depending on number of rounds)

Tier 1: 3 normal skills
Tier 2: 3 normal skills
Tier 3: 3 normal skills

We wanted to make Necromantic a “tier 1.2 team”, allowing them 4 normal skills at the start of the tournament, but ultimately decided against it, even though we really feel the team needs that extra skill to be competitive. We were afraid that this would create demand for more teams to be partially moved into a different tier.

Stacking is not allowed, no player can ever receive more than one skill.

All skills must be clearly noted on all copies of your team roster before the tournament starts. It must be clear to everyone which skills are “day 1 skills” and which skills are “day 2 skills”.

All positions and all skills must be written in English to avoid language confusion.

You will be asked to hand in a copy of your team roster to the tournament organisation before the tournament starts.
Timetable
The timetable is for the Eurobowl and the Eur'Open

Friday:
Official arrival zt the hotel from 16h.
Dinner at 18h30
Openingsceremonie at 21h
Captains meeting eurobowl captains after ceremony.

Saturday:

Breakfast starting from 7h30
Game1: 9h45 to 12h
lunch from 12h to 13h
Game2: 13h to 15h15
Game3: 15h30 to 17h45
Dinner: from 18h

Sunday:

Breakfast starting from 7h30
Game1: 9h45 to 12h
lunch from 12h to 13h
Game2: 13h to 15h15
Game3: 15h30 to 17h45

Awardceremonie at 18h
Dinner at 19h
Basic rules
We play according to the Comp. Rules pack unless something else is stated here or in the info folder send to everyone about a week before the event takes place.
Team development
All games are played without post-match procedures and thus without winnings, player purchases etc. All injuries and earned star player points are waived after each game. So each game starts with the same players on the roster.
Scoring system for Eurobowl teams
Each individual victory gives the team 1 point
Each individual draw gives the team 0.5 point

Team victory earns the team 1 points
Team draw earns both teams 0.5 points
Team loss earns the team 0 points

We have read and listened to all arguments. We agree on the statement that team victories were rewarded too little. But we feel that there should still be some merit in a minor defeat. And we don’t want the individual games to be reduced to mere tiebreakers. We think that we have found just the right balance with this scoring system. We invite everybody to try this scoring system on existing data from previous Eurobowl tournaments and judge for themselves.
Quick note for people that still think we haven’t taken this far enough: try to see this as a first step in the right direction. Time will tell if another step is needed. Give it a chance.
Scoring system for Eur'Open teams
Eur'Open teams score points by counting all individual scores together. There is no added bonus for team victory.
Tiebreakers for teams
Teams will be ranked by the points they have earned. Should two or more teams have the same amount of points, the following tiebreakers will be used.

TIEBREAKER 1 - Number of team victories
TIEBREAKER 2 - Number of team draws
TIEBREAKER 3 - Opponent score (the sum of all points from all teams your team has played against)
TIEBREAKER 4 - Net TD’s + Net Casualties

In Belgium we have been moving away from TD’s and casualties as important tiebreakers. For example: if you get ‘a free win’ because you are lucky enough to inflict lots of casualties early in the game, the easy victory should be enough reward by itself. Receiving great tiebreakers shouldn’t be an added bonus when this happens.
Scoring system for individuals
This scoring system will be used to determine individual rankings for Eurobowl and Eur’Open.

WIN - 5 points
DRAW - 2 points
MINOR LOSS (1TD) - 1 point
MAJOR LOSS (2+TD) - 0 points

For some years, we have been tinkering with the individual scoring system in tournaments. We have currently reached a consensus on the ‘5 points system’. Large Belgian tournaments like Brassbowl, HQ Bowl and the Belgian Championships have adopted it.
However, we make a difference between ‘major wins’ (5 points for a 2+TD win) and ‘minor wins’ (4 points for a 1TD win). We hope that this makes games more interesting, but this has been controversial. So even though we feel it’s a good addition, Eurobowl and Eur’Open are probably not the right tournaments to enforce this scoring system, but we wanted to present the idea anyway.
Tiebreakers for individuals
Individuals will be ranked by the points they have earned. Should two or more individuals have the same amount of points, the following tiebreakers will be used.

TIEBREAKER 1 - Number of victories
TIEBREAKER 2 - Number of draws
TIEBREAKER 3 - Opponent score (the sum of all points from all your opponents)
TIEBREAKER 4 - Net TD’s + Net Casualties
Paint and miniatures
Painted miniatures are not mandatory (though we urge you to do so). Those teams, that by the tournament staff are deemed painted (ie ALL miniatures are painted and flocked to a sufficient standard.) will get +1 Cheerleader and +1 Assistant Coach. This will take effect from the first round. If there is any doubt just contact the judges.
The miniatures doesn't have to be original GW-minis. However the miniatures must be representative for the roster's race and players (ie a Norse thrower must look like a Norse thrower) and be easily recognizable from other positionals.

We encourage you to use the following color coded bases:
Grey/none: Lineman
Red: Blitzer
Green: Blocker
White: Thrower
Yellow: Catcher, Runner

If your opponent can't easily recognize the different player types on your team, you must let him mark them somehow (without damaging the miniatures, of course). This could be with bottle caps or colored rings etc.
Rules for fairplay
In order to ensue a tournament in good sport and the best fun for everybody there are a series of rules that can be agreed upon by both coaches in their mutual game.
A rule you have agreed upon is fixed afterwards - unless both coaches agree to cancel it again.
Aside from this there is also a single rule to ensure both coaches feels the dices are, if not even, at least the same.

1) You must allow your opponent to use your dice if he so wishes.

2) Illegal procedures can be called if both coaches agree to enforce the rule.

3) If the game comes under the time rules (see below). You can mutually agree that a player who runs out of time isn´t forced to abandon all voluntary actions. In that case both players share the same time pool and the game will end when the time runs out, and the current score at this time will count.
Time rule
With about 30-40 minutes left of the round the Orcanizers will be checking up on all games. If a game has not reached a suitable point you will be handed a clock (chess clock) with an equal amount of time for you and your opponent (half of the time left in the round for each). The time you are given is the time you have for the rest of your turns combined. If you run out of time you may not make any voluntary actions i.e. you may not say attempt interceptions or take any actions, but you may say roll armor rolls if your opponent knocks himself over. Note that this can potentially allow your opponent to have several turns in a row.
Being late
If you are more than 30 minutes late your opponent is entitled to force you to concede. Winning a game this way gives a 1-0 win (TD wise) and 0-0 on the casualty tiebreaker. If you are more than 15 minutes late and the time rule is enforced you will only get 1/3 of the remaining time and your opponent will get 2/3 of the remaining time.
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