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The Hooded Goblin Scramble

The Hooded Goblin Scramble

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The Hooded Goblin Scramble

Brought to you by The Hooded Goblin, Greebo Games, and Rollinmats

 

The local Goblins have decided to host a tournament. As with anything organized by the little goobers, things will turn out a little haphazard. The tournament will be played wherever they can find space, and with whatever equipment they can scrounge up. The better you do, the more likely you’ll be playing on a proper pitch with proper gear. If you’re one of the lower seeds? Heh. Not so much.

 

Date: Saturday, July 11, 2026

Location: The Hooded Goblin

30 Main Street South

Georgetown, ON

Please note that if you’re driving, Main Street will be closed between Church Street and James Street from 8:00 – 12:30 Saturday morning for the weekly farmer’s market. Plan your route accordingly.

 

Schedule:

8:30 – 9:00 – Registration

9:00 – 11:15 – Round 1

11:15 – 12:15 – Lunch

12:15 – 2:30 – Round 2

2:30 – 4:45 – Round 3

4:45 – 7:00 – Round 4

7:00 – 7:30 – Awards

 

Cost:

One day: $35 for NAF members.  $40 for non-NAF members, with the extra $5 going towards NAF membership.

Both days: $70 for NAF members.  $75 for non-NAF members, with the extra $5 going towards NAF membership.

 

Payment due by Sunday, July 5. Rosters must be built using https://bbtc.pl and are due by Thursday, July 10. Rosters and payment should be submitted to thehoodedgoblin@gmail.com using the password goblin (all lowercase). Please include “HG Scramble,” your name, your NAF name (if applicable), and which days you will be attending in the comments.

 

Early-Bird Special:

If you submit payment by Sunday, June 13, the total cost drops by $5 for one day, and $10 for both days.

 

Each coach can use their allotted gold to purchase players, re-rolls, cheerleaders, assistant coaches, dedicated fans, apothecaries, and allowed inducements per the below list. Teams must have 11 players before hiring Stars. Teams will then get an addition budget to spend on skills.  You cannot use money from your team build budget to purchase skills or vice-versa.  Primary skills cost 20,000 gold.  Secondary skills cost 40,000 gold.  Premium skills will cost 10,000 gold over their base primary/secondary cost.  No stacking skills.

 

Allowed Inducements: 0-5 Part-time Assistant Coaches, 0-5 Temp Agency Cheerleaders, 0-1 Team Mascot, 0-1 Weather Mage, 0-2 Blitzers Best Kegs, 0-3 Bribes (0-6 for teams with Bribery and Corruption), 0-1 Mortuary Assistant, 0-1 Plague Doctor, 0-1 Riotous Rookies, 0-1 Wandering Apothecary, 0-1 Halfling Master Chef, 0-1 Biased Referee, 0-1 Infamous Coaching Staff, 0-1 Wizard. Tier 6 teams can also take 0-1 Star Players (hiring a Star Player will deduct 80k from your Skill budget in addition to their hiring cost).

 

Goblin teams will get two dedicated fans for free. Any other team that includes a Goblin on their tournament roster (includes any player with the “Goblin” keyword) will get one dedicated fan for free.

 

 

 

Tier 1 (Old World Alliance)

1,050,000 gold, plus 100,000 gold for skills.

 

Tier 2 (Amazon, Dark Elf, High Elf, Human, Nurgle, Orc, Skaven, Slann, Underworld Denizens, Wood Elf)

1,060,000 gold, plus 120,000 gold for skills.

 

Tier 3 (Bretonnian, Chaos Chosen, Chaos Renegades, Lizardmen, Necromantic Horror, Shambling Undead, Tomb Kings)

1,070,000 gold, plus 140,000 gold for skills.

 

Tier 4 (Chaos Dwarf, Elven Union, Imperial Nobility, Khorne, Norse, Vampire)

1,080,000 gold, plus 160,000 gold for skills.

 

Tier 5 (Black Orc, Dwarf)

1,090,000 gold, plus 180,000 gold for skills.

 

Tier 6 (Gnome, Goblin, Halfling, Ogre, Snotling, Black Orc w/o Black Orcs, Lizardman w/o Saurus, Underworld Denizens w/o Skaven)

1,100,000 gold, plus 200,000 gold for skills.

 

For the first round, coaches will be randomly paired. 3/1/0 points will be awarded for a Win/Tie/Loss, respectively. All subsequent rounds will be Swiss-paired. We will be using the Blood Bowl Tournament Manager (http://bbtm.app) for recording match results and viewing rosters. Please bring your smartphone and a charger (if needed). Wi-Fi is available at the store.

 

All coaches are expected to use the tournament d6s provided throughout the tournament. Other dice (block, d8, d16, etc.) can be from other manufacturers. If there are any concerns about any dice used, either coach can request that dice be shared as per the NAF Ethics Guidelines.

 

Dice cups, dice towers, and dice trays are encouraged to prevent dice-related miniature mishaps.

 

We encourage coaches to discuss before the game how they will handle cocked dice or dice that escape cups/towers/trays when rolling.

 

All teams should be painted to a minimum three-color standard. There may be penalties at the TO’s discretion for unpainted teams or figures.

 

Prizes:

 

Competition Awards:

Overall Champion

Stunty Cup

Most TDs

Most Casualties

Wooden Spoon

 

Hobby Awards:

Best Painted Team (as voted by you)

Best Sport

 

We will be “sharing the wealth” so if the Stunty Cup, Most TDs, or Most Casualties winner has already won another competition award, Stunty/TDs/Cas will be awarded to the next highest-ranking coach.

 



 

Special Rules:

 

Since Goblins aren’t known to be the most organized or reliable of creatures, any tournament they run will reflect this. Makeshift stadiums have been cobbled together and equipment has been improvised for the tourney. The better stuff has been put aside for the marquee matchups, but games lower in the rankings will have to make do with whatever they get.

 

Starting in round two, the TO will roll a d20 (re-rolling any result higher than the number of tables) to determine how many official balls have been sourced for this round.  If you are playing on a table number lower than or equal to the number rolled, you will play with a standard ball.  If you are playing on a table number higher than the number rolled, one of the coaches will roll a d8 and consult the Ball Table to determine what special rules will apply to your match.

 

After determining the number of standard balls available, the TO will roll a d20 (re-rolling any result higher than the number of tables) to determine how many stadiums they were able to book for this round.  If you are playing on a table number higher than the number rolled, you will play on in a standard stadium.  If you are playing on a table number higher than the number rolled, one of the coaches will roll a d8 and consult the Stadium Table to determine what special rules will apply to your match.

 

Ball Table:

 

1: Sandwich: As every good chef knows, any food dropped on the floor is fine provided it's picked up quickly! This is generally known as the 'five second rule' throughout the Old World. Consequently, there is an additional +1 modifier applied to any attempt made to pick up the Sandwich Ball.

 

Additionally, when any player on the kicking team performs a Block action (on its own or as part of a Blitz action) and the target is in possession of the Sandwich Ball, the active player is considered to have the Strip Ball skill.

 

Finally, should any player that is in possession of the Sandwich ball score a touchdown, immediately after the touchdown is scored roll a D6:

• On a roll of 2+, a touchdown is scored as normal.

• On a roll of 1, the player is unable to contain their hunger and treats themselves to a mid-game snack. Unfortunately, such gluttony is instantly rewarded by terrible stomach-ache. For the next drive, this player will suffer a -1 MA and -1 AV as if they were affected by the Dodgy Snack kick-off event.

 

2: Dragon Egg: At the start of any team turn in which a Dragon Egg ball is on the ground, it will bounce once as the young creature inside attempts to hatch into the world. If the Dragon Egg ball bounces into an occupied square, the player must attempt to catch it. If the player fails to catch it, or if the square is occupied by a Prone or Stunned player, the ball will bounce again.

 

Finally, should any player that is in possession of the Dragon Egg score a touchdown, immediately after the touchdown is scored roll a D6:

• On a roll of 2+, a touchdown is scored as normal.

• On a roll of 1, the player's enthusiastic spiking of the ball into the End Zone has broken the egg and the creature inside bursts forth and savages them, causing the player to be immediately Knocked Down. When a player is Knocked Down in this way, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.

 

3: Big Ol’ Rock: Every time the Big Ol’ Rock deviates, it will move only D3 squares in a direction determined by rolling a D8 and referring to the Random Direction template, rather than moving the usual D6 squares. Additionally, it does not scatter because of a 'Changing Weather' result on the Kick-off Event table.

 

When passing the Big Ol’ Rock, Long Bombs cannot be attempted, and the Hail Mary skill cannot be used. Should a player fail an attempt to catch the Big Ol’ Rock following a Pass action (including attempting to catch a successful Interception), roll a D6 after the ball has bounced. If the roll is equal to or higher than the player's ST characteristic, or is a natural 6, the player is Knocked Down.

 

If after deviating or scattering the Big Ol’ Rock lands in a square that is occupied by a Prone or Stunned player, an Armour roll is made against that player after the ball has bounced.

 

4: A Bunch of Rusty Swords Tied Together: When a Bunch of Rusty Swords Tied Together lands in an unoccupied square, it will not bounce.

Additionally, if a player rolls a natural 1 when attempting to catch, intercept, or pick up a Bunch of Rusty Swords Tied Together (after re-rolls), make an Armor roll against the player as if they were attacked by someone with the Stab trait.

 

5: Limpin’ Squig: At the start of each team's turn, the Limpin' Squig Ball will make a break for freedom. If the ball is in the possession of a player, roll a D6:

• On a roll of 2+, the player proves quite an adept squig handler and keeps a tight hold on the beast.

• On a roll of 1, the squig breaks free and bounces once. Note that this does not cause a Turnover.

 

If the Limpin' Squig Ball is not in the possession of a player at the start of a team turn, it will try to hop away, bouncing D3 times. If it bounces into a square occupied by a Standing player that has not lost their Tackle Zone and they fail to catch it, it bounces normally, disregarding the D3 roll.

Additionally, should any player score a touchdown with the Limpin' Squig Ball, roll a D6. On a roll of 1, the squig sinks its yellowed fangs into the player's hand. For the next drive, the player that scored the touchdown must reduce their Agility characteristic by 1.

 

6: Snotling in a Ball Suit: During each of their team turns, the coach of the kicking team can activate the ball to perform a Move action as if it were a player on their team! If, when activated, the ball is in the possession of a player on the receiving team, it must first try to escape. The coach of the receiving team rolls a d6. On a roll of 2+, they keep possession of the ball, and the Snotling in a Ball Suit cannot perform an action this turn. On a roll of 1, it bounces once, using up one square of its MA, and can then carry on moving.

 

The ball has an MA equal to the roll of a D3 (rolled each time the ball is activated) and it can never Rush. For each square the ball moves, the coach of the kicking team places the Throw-in template over it, facing towards either End Zone or Sideline as they wish. Then they roll a D6 and move the ball one square in the indicated direction; the ball automatically passes any Agility tests it may be required to make in order to Dodge, regardless of any modifiers. Repeat this process for each square the ball moves. If this movement takes the ball off the pitch, it is thrown back on as normal and its move ends.

 

If the ball moves into a square that is occupied by a standing player, that player must attempt to catch it, as though it were a bouncing ball.

 

It should go without saying, but here it is a Snotling Ball Suit cannot score a touchdown by itself, it must be in the possession of a player!

 

7: Chunk of Ice: If at the start of either team's turn the Chunk of Ice is in the possession of a player, that player's coach must roll a D6. On a roll of 1, the icy cold touch of the ball has deadened the player's fingers (or tentacles, or whatever the case may be) and they are no longer able to grip the ball. The ball is dropped and will bounce. This does not cause a Turnover.

 

8: Chunk of Warpstone: Whenever a player rolls a natural 1 when attempting to pick up, catch or intercept a Chunk of Warpstone (after re-rolls), the player finds their physical form temporarily warped! Roll a D6 on the table belowto see what happens.  If a player is granted a Skill or Trait they already have, this roll has no additional effect. The effects of the Chunk of Warpstone last until the end of the drive, or until the player is (un)lucky enough to roll again on the table:

 

- 1: Spontaneous Combustion: The player is immediately Knocked Down. Your opponent may modify either the Armour roll or Injury roll by +1.

- 2: Temporal Instability: The player moves out of phase with reality, gaining the No Ball trait.

- 3: Shrunken Head: The only thing worse than a tiny head is the realisation that your helmet no longer fits. The player gains the Bone Head trait.

- 4: Massively Obese: The player expands in size until they are a hulking mass of flesh. The player's MA is reduced by 1, to a minimum of 1, and their AV is improved by 1, to a maximum of 11+.

- 5: Leprous Flesh: Skin and flesh hang from the player in sickening folds. The player gains the Foul Appearance skill.

- 6: Thorny Carapace: The player's body sprouts a thick, spiked shell. The player gains the Iron Hard Skin skill and their AV is improved by 1, to a maximum of 11+.

 

 

Stadium Table

 

1: Shallow Pond: If a player is Knocked Down while Rushing or Dodging, apply a -1 modifier to the Armour roll. Additionally, whenever a Stunned player rolls over at the end of either team’s turn, roll a D6. On a roll of 1, lying face-down in the water has done them no favours, and they remain Stunned for another turn.

 

2: Hillside: At the start of the first drive, roll a D6:

• On a roll of 4+, it is sloping down towards the kicking team’s End Zone.

• On a roll of 1-3, the pitch is sloping down towards the receiving team’s End Zone.

 

Whenever the ball bounces, do not use the Random Direction template; instead, use the Throw-in template, oriented so that the 3-4 points directly down the slope.

 

Additionally, players can attempt to Rush one additional time, as long as it takes them closer to the End Zone at the bottom of the slope.

After half-time, the pitch will slope the other way, representing the teams changing ends.

 

3: Old Battleground. Covered in bumps and riddled with holes, the playing surface at this stadium is one big tripping hazard. All players with a Movement stat of 4 or higher suffer a -1 modifier to their MA for the duration of this game.

 

However, any player who has their MA reduced can attempt to Rush one extra square during their activation. This means most players can attempt to Rush three times, whilst players with the Sprint skill, for example, can attempt to Rush four times.

 

4: Rocky Plateau: It’s pretty much a solid slab of rock. Every time the ball bounces, it moves two squares in a direction determined by rolling a D8 and referring to the Random Direction template, rather than the usual one. In addition, apply a +1 modifier to the Armour roll every time a player Falls Over or is Knocked Down

 

5: Box Canyon: Players cannot be pushed into the crowd for any reason. Rather than being pushed into the crowd, a pushed back player is instead slammed with great force into the stadium wall and is Knocked Down in the square they occupy. In addition, the ball cannot bounce into the crowd (though a kick-off or Pass action can still cause the ball to deviate or scatter into the crowd). Instead of bouncing into the crowd and being thrown-in, the ball will bounce off a wall. Use the Throw-in template to determine the direction as normal, but rather than travel 2D6 squares, the ball bounces only one square away from the wall before coming to rest.

 

Note that thrown players can land in the crowd as normal.

 



6: Crowded Street: Due to the large number of spectators just milling around on the sidelines, it makes it hard to keep track of players not on the pitch. During Step 2 of the end of a drive sequence, each coach rolls a D6 for each of their players that have been Sent-off for any reason. On a roll of 5+, the player is returned to the Reserves box.

 

7: Salt Flat: The white ground makes the normal chalk markings unusable. When the kicking team sets up for a drive, they may choose to treat their Line of Scrimmage as being:

• The normal Line of Scrimmage.

• One row of squares further back into their own half.

• One row of squares into the other team’s half.

 

This creates a temporary halfway line for this kick-off which the receiving team must adhere to when setting up their players, and which is used for the purposes of awarding a touchback.

 

In addition, the limit of two players per Wide Zone during set-up does not apply for either team.

 

8: Geothermal Field: At the beginning of each player’s turn, roll a d16. If it equals the current turn number, a geyser has erupted nearby. Until the end of your turn, apply an additional -1 modifier to all attempts to catch, pick up, or intercept the ball.

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