Brassbowl XXI, 13 December | Event in Ostend | AllEvents

Brassbowl XXI

Highlights

Sat, 13 Dec, 2025 at 10:00 am

Oostendse Spellenclub

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Date & Location

Sat, 13 Dec, 2025 at 10:00 am - Sun, 14 Dec, 2025 at 01:00 pm (CET)

Oostendse Spellenclub

Dokter Eduard Moreauxlaan 1A, 8400 Oostende, België, Ostend, Belgium

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About the event

Brassbowl XXI
BRASSBOWL XXI
2day-blood Bowltournament (5 games)
Venue:
Spuikom cafetaria Dokter Eduard Moreauxlaan 1A 8400 Oostende, Belgium
Schedule:
Saturday 13/12 Doors open at 9h registration ends at 10h
Game 1: 10h15 tot 12h30
Lunchbreak: 12h30 to 13h
Game 2: 13h to 15h15
Game3: 15h30 to 17h45
Sunday 14/12 Doors open 9h30
Game 4: 10h30 to 12h45
Lunchbreak: 12h45 to 13h15
Game 5: 13h15 to 15h30
Awards ceremony at 15h45
Payment:
Early bird Registration (payment needs to be deposited before december 8th midnight): 15 €
Normal participation fee: 18 €
Payments to be transferred to BE30 7340 6233 2411
DO NOT FORGET to add “Brassbowl XXI + your NAF nickname” in the details of the payment The
Rules /Team Creation:
Create your team according to the new Bloodbowl Season 3 Rulebook (bloodbowl 2025) (hereafter refenced as the rulebook).
The High Elf team listed in the document named Teams of Legend dated 14/11/2025 found on Blood Bowl - Warhammer Community can also be used for team creation.

To create your team you have 1.150.000 gold pieces budget.
All inducements except for the wizard can be purchased as per the rulebook.
Purchasing star players is allowed, provided the 2 skill points are paid as per the rulebook (see team tiers below for number of skill points).
Megastars are not allowed. See Blood Bowl - Warhammer Community - Team Tiers for the list of megastars. The currently listed megastars are Griff Oberwald, Hakflem Skuttlespike, H’Thark The Unstoppable, Ivan Deathshroud and Morg ‘n Thorg.
As per the Team Tiers document found on Blood Bowl - Warhammer Community the teams have been divided up into Tiers:
Tier 1: Amazon, Chaos Dwarf, Dark Elf, Dwarf, High elf, Lizardmen, Norse, Old World Alliance, Underworld Denizens, Wood Elf
Tier 2: Brettonian, Elven Union, Human, Imperial Nobility, Necromantic Horror, Orc, Shambling Undead, Skaven, Tomb Kings, Vampire
Tier 3: Black Orc, Chaos Chosen, Chaos Renegade, Khorne, Nurgle
Tier 4: Gnome, Goblin, Halfling, Ogre, Snotling
As per the rulebook p. 112, the team tier indicates how many skill points you receive:
Tier 1= 6 skill points, Tier 2 = 8 skill points, Tier 3 = 9 Skill points, Tier 4 = 10 Skill points

After creation of your team, you can use these skill points in the following manner:
1) Spend one skill point to purchase a primary non-elite skill
2) Spend 2 skill points to purchase a primary elite skill. A maximum of 3 Elite skills can be purchased for your team in this way
3) Spend 2 skill points to enable the purchase of a star player as per the rulebook p 113. Tier 1 teams are limited to 1 maximum star player, teams in the other tiers can have up to 2 star players
4) Contrary to the rulebook, no skill points can be spend to purchase a secondary skill.
5) Stacking is not allowed.
Note Elite skills are marked with a gem icon as indicated in the rulebook on p. 120 and currently includes the Block, Dodge, Mighty Blow and Guard skills.
As the rules are really new, we will follow all FAQ’s and errata up to the 12th of December. If there’s an errata brought out on the day, it’s the tournament organizer discretion if this will be implemented or not. We will go over any errata at the beginning of the tournament so everyone is on the same page. At the end of this document we have provided some rules clarifications for things we expect questions might arise in time.
Tournament score system:
Winning with 2 or more TD’s difference = 5 pts
Winning with 1 TD difference = 4 pts
Drawing your game = 2 pts
Losing with 1 TD difference = 1 Pt
Losing by more than 1 TD difference = 0 pts
Tiebreakers:
Total points
# Wins
# Draws
Net Touchdowns
Net Casualties
Opponent score (aka strength of schedule)
Rules/Skills clarifications:
All below rulings apply to the tournament unless an official errata on these rules is released before the 12th of December. Before the tournament we will go over this.
1) Always Hungry: The second paragraph of the skill description lists: “On a 2+, the team mate will squirm free and the Trhow Team-mate action will automatically result in a Fumbled throw. On a 1, the player will eat their team-mate – immediately remove them from your Team Draft List. No Apothecary can be used to try to save them, and no regeneration rolls can be made. If the team-mate was in possession of the ball, it will Bounce from the square this player occupies. A turnover is then caused.”
Our interpretation:
We consider this to mean that a turnover is caused whenever the player throwing the team effectively eats the player with the ball. After the bounce of the ball, the turnover is caused. No turnover is caused when a player without a ball is eaten or when the thrown player manages to squirm free (whether he manages to land or not).
2) Right Stuff and throw team mate rules: The landing paragraph on p 78 under Landing subsection in the chapter throw Team mate indicates prone, stunned and distracted players can be thrown. The Right Stuff skill on p 135 only mentions this is possible “even if the player is Prone”. There is no mention of throwing stunned or distracted players
Our interpretation:
As Right stuff is indicated as a passive skill and as such is always in effect and passive skills/traits are always in effect even if distracted or regardless their status, we see this trait as always applicable and believe that stunned and distracted players can also be thrown.
3) Strip Ball: The Strip Ball skill lists the order in which the strip ball functions and mentions “ If the opposition player is Pushed Back then they will drop the ball in the square they are Pushed Back into, at which point it will Bounce from that square. This Bounce will happen before the opposition player becomes Prone (if applicable), but after this player chooses to follow up.”
Our interpretation:
As the Bounce happens before the opposition player becomes Prone, the opposition player that held the ball is to be considered a still standing and will thus still exert his tackle zone. This means that should the stripped bouncing ball bounce onto a player of yours next to ball carrier that has just lost the ball, a -1 modifier still applies to catching the ball as you are still in the tackle zone. This in addition to the -1 modifier for catching a bouncing ball. So with no other modifiers in play, you will have a -2 modifier at least to catch the ball.
We consider the correct order to be:
1. Push back
2. Bounce ball
3. Attempt to catch the ball should it land on one of your players
4. Repeat 2 to 3 until the ball comes to rest (either the ball is caught or bounces into empty square)
5. Place the ball carrier prone/Knock the ball carrier down if applicable
4) Projectile Vomit: Note that even in case a player that vomits on himself and causes a casualty on himself, the player is not knocked out, and no turnover is caused.
5) New action for stunty coaches:
Throw team mate action: Note that by creating a Throw team mate action, this no longer replaces the once per turn pass action as in the previous edition. In essence stunty teams can now do both a handoff, a pass and a throw team mate action in the same turn, increasing the possibilitiy of one turn TTM touchdowns, especially as some of them also have access to the Fumblerooski skill which enables them to bring the ball close without the use of either The Pass, Hand Off or Throw team mate actions.


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Oostendse Spellenclub, Dokter Eduard Moreauxlaan 1A, 8400 Oostende, België, Ostend, Belgium
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Brassbowl XXI, 13 December | Event in Ostend | AllEvents
Brassbowl XXI
Sat, 13 Dec, 2025 at 10:00 am