Blood Bowl coaches from across the Old World (and probably other parts of the UK) gathered at Firestorm Games, Cardiff on April 26–27, 2025, for an action-packed weekend of dice-rolling, elf-dodging, and goblin-hurling glory at the NAF Super Tour 2025.
Lovingly organised by Chris (Fated), his second year running this chaotic carnival of carnage, the event drew in 33 coaches for six intense rounds of themed Blood Bowl, with proceeds going straight back into prizes, trophies, and freebies for the attendees. With a blend of classic 11s gameplay and a twist of narrative flavour, this was Blood Bowl at its bloodiest and best.
A Tour Through the Old World
Each round of the Super Tour took players to a different fantastical region of the Warhammer world, with special themed balls, weather, and kickoff tables shaping the experience. These creative mechanics forced even veteran coaches to rethink their plays and adapt on the fly.
Here’s a closer look at some of the locations and their in-game effects:
Round 1 – Vampire Realms
Ball: Cursed Skull Ball
Forged from the remains of ancient lords, these eerie balls whispered with dark hunger.
- While in possession of the ball, the player gained the Frenzy skill, sometimes helpful, often deadly.
- Overcommitment became a real danger as players were forced to follow up blocks and risked being dragged out of position.
Round 2 – Necromantic Lands
Ball: Crystal Skull Ball
A mystic relic from the catacombs, this ball pulsed with hypnotic power.
- The ball carrier gained the Hypnotic Gaze skill, allowing them to temporarily remove an opponent’s tackle zone with a successful roll.
- A powerful but situational ability, if used well, it could open up entire drives.
Round 3 – Chaos Dwarf Territory
Ball: Hot Rock Ball
Some say it’s tradition. Others say it’s a health and safety nightmare. Either way, the Chaos Dwarfs have been known to play with actual burning rocks.
- If a player began their activation holding the Hot Rock Ball and was still in possession of it at the end of their activation, they had to roll a D6.
- On a 1 or 2, the ball bounced from their square as they dropped it in agony (no Turnover was caused).
- On a 3+, they grit their teeth through the pain and held on.
Round 4 – Norsca
Ball: Brain Ball
Crafted from the brains of the fallen (or very unlucky), these balls imbued their carriers with odd abilities, sometimes helpful, sometimes not.
- At the start of the game, each match rolled a D6 to determine the “brain type” used in the ball.
- Depending on the result, players carrying the ball gained one of the following:
- 1: Troll Brain – Gained Really Stupid
- 2: Infected Brain – Gained Disturbing Presence
- 3: Possessed Brain – Gained Frenzy
- 4: Human Brain – Gained Wrestle
- 5: Dwarf Brain – Gained Thick Skull
- 6: Elf Brain – Gained Dodge
Round 5 – Khorne’s Realm
Ball: Curse of Stone Ball
The blood god’s blessings aren’t always welcome. This enchanted ball slowly turned its carriers into stone mid-match!
- While in possession of the ball, a player suffered:
- -1 to MA (Movement Allowance)
- -1 to all Agility tests
- Every turn with the ball made you slower and stiffer, a real test of positioning and timing.
Round 6 – Gnome Country
Ball: Gnomish Idol Ball
These ancient artefacts helped players cheat fate… occasionally.
- Whenever a ball carrier would Fall Over or be Knocked Down, roll a D6:
- On a 6, they miraculously stayed on their feet, ignoring the fall or block entirely.
Pitch: Gnomish Portals
Replacing traditional trapdoors, these unpredictable portals could transport players, or eject them entirely.
- If a player moved or was pushed onto a portal square:
- Roll a D6:
- On a 1, they were teleported into the Reserves box (Turnover if carrying the ball).
- On a 2–4, nothing happened.
- On a 5+, they appeared at the other portal (if unoccupied).
- Roll a D6:
These rules provided a rich layer of flavour and tactical conundrums, ensuring each round felt unique and steeped in Blood Bowl’s signature madness.
Final Standings
After six bruising rounds, the leaders emerged victorious:
- 1st Place: Jonny – Ogre Achievers
- 2nd Place: Hobnail – Black Widows
- 3rd Place: 8ulldog – Radioactive Reptiles
Jonny’s win was even more impressive as he piloted Ogres, a Tier 3 team, to overall victory and the Stunty Cup, a rare and stunning feat!

Individual Honours
- Most Touchdowns: Cornish (Bust ‘em Red Socks)
- Most Casualties: ThatOtherAsianGuy (Rune D.M.C)
- Best Painted: Nick Hindler (The Entmoot)
- Stunty Cup: Jonny (Ogre Achievers)
- Wooden Spoon: QueenofSpawns (The Reanimators)
Stats & Strategy
A total of 33 teams competed, with strong representation across all tiers. Here’s a snapshot of the field:
- Popular Choices: It was a good split between the 3 tiers:
- Tier 1: 9 teams
- Tier 2: 16 teams
- Tier 3: 8 teams
- Stunty Representation: Snotlings, Halflings, and of course, Jonny’s championship Ogres
- Star Players: Used sparingly, with stunties allowed 2 and others 1. Banned heavyweights like Morg, Deeproot, and Hakflem didn’t make an appearance for tier 1 & 2 teams, keeping balance in check.
For full stats, match reports, and team lists, visit: NAF Super Tour 2025 Tournament Page
Huge thanks again to Chris for masterminding this tour stop in Cardiff and bringing together such a brilliant blend of coaches, carnage, and camaraderie. With the NAF Super Tour rolling on through the Old World, who knows where we’ll end up next? But one thing’s for sure, wherever it is, the dice will fly and the crowd will roar.
Here’s a few snapshots from the day








