(Warning. Image may not depict Blood Bowlers or Blood Bowl venue.)
There may be a slightly different feel to my blog this month, as the weekend of 24 / 25 Nov. was the sixth running of Cambridge Double Trouble (‘Cam Dub’). I both co-organised and played in the event, so hopefully this column will be fun (first time for everything! Down at the back) as it tries to give a bit of flavour from both sides of the action – being both a TO and a competitor. Or it will be a wall of text made irrelevant by the pre-emptive fine blogging of attendee, lamb biryani enthusiast and fabulous teammate Wotfudboy elsewhere. One of those two options.
My tournament organising partner Schmee and I first ran ‘Cam Dub’ in 2011. At that time, we were the UK’s only pairs tournament and we aimed to take the ‘doubles’ schtick to the extreme. Two TOs, a biannual tournament, pairs Blood Bowl and every given skill in the rulespack has to be a double! Details have changed over the years (we’re annual now, and there is at least one other pairs event on the circuit), but that ‘every skill a double’ gimmick has been retained. This makes for some interesting tiering and some unique team builds. For instance, Undead are in a top tier all of their own and only get two skills, as Block Mummies are pretty much Ronaldo playing 5-a-side with the local school team. Races like Khemri and Ogres that really benefit from double skills are higher up the list than they usually would be, etc. Check out the rules here, if you’re interested.
Our venue is the Golden Hind, a pub on the outskirts of beautiful Cambridge (it really is – although I’d say so anyway so that my neighbours don’t hunt me down and start a polite, suburban tutting campaign). The function room above the pub is big enough for ~ 30 players and having pub grub and beer on-hand certainly makes for nerd convenience. I tend to cover vast, international events in this space, but 20-30 nerds in a pub is the meat and potatoes of the UK scene, and that sort of size of event is great from a social point of view. You get to spend some time with everyone that attends, the atmosphere is relaxed, and there is an annual camaraderie between serial attendees that you can’t realistically generate at a 200 man BB monster.
Being a TO is a stressful business, no matter how many times you do it. The week before is spent loading coaches into Score!, double and triple checking that prizes and trophies have arrived against the budget and payments, stressing you’ll be able to get into the venue (a Cam Dub tradition is the pre-event huddle in the pub car park hoping the landlord will awaken – he’s not let us down yet!) and panicking over every other little thing. I often liken running a tournament to hosting a party; people are coming to your house for a good time, and there is a level of pressure you put on yourself to provide that. I don’t want to put anyone off as the experience is always ultimately rewarding and good fun, but it does lead to some exhaustion in the following week! I write this column from under my desk at work, where I hope my boss is accepting my excuse of ‘polishing the floorboards’ rather than noticing I’ve made a small fort, am wearing sunglasses and am generally hiding from any important tasks that may come my way. Luckily, everyone turned up, I managed to wrangle Score! in spite of an odd number of teams (the ‘manual three-way’ is not something to Google unless in ‘Incognito mode’, but is a vital manoeuvre under such circumstances), and we were good to go on time.
As noted above, I had chosen to play this year, needing one last Blood Bowl fix before Christmas. Knowing it was likely I’d make a series of terrible errors as I was trying to keep the tournament running smoothly at the same time as rolling block dice, I decided to take a race I don’t like so I could blame the minis rather than my limited attention span. Having said that, I had teamed up with Wotfudboy – UK circuit celebrity, Watford fan, Terry’s Chocolate Orange enthusiast and Chaos Renegade wielding madman – so I wanted to do well enough to give him a chance at an award.
The choice therefore was Skaven. I hate those Ratty idiots. I fell they’re incredibly unresponsive to coaching; if you are 30 % better or luckier than your opponent, you seem to win with little input from the side-lines. The ball goes to a Gutter, it is fast, touchdown. If you have a bad game or your opponent is good, it appears to be impossible to stop AG3 AV7 Linemen evaporating at the merest gust of wind. Gutters unreasonably fail dodges sometimes, you’re over-reliant on a big guy for some sort of grunt when you never want to be in that position… I just hate them. That said, with four doubles (Block RO, Claw Blitzer, Guard Gutter, Leader Lino, 12 men, 2 RR, Apo, Fan), they at least on paper held some intrigue. The Block RO is massive if he lands in the right place and stays alive, a mobile Guard is helpful, a Claw guy could do something. So, I went into game one questioning my choices, but ultimately just about looking forward to it. It’s Blood Bowl, after all! Can’t go too far wrong, regardless of toys.
My ‘Blood bowl Bingo’ card. We do this rather than give out spot prizes. Less shouting through the round, more of a narrative through the event and a bit of fun. Four small prizes (new GW dice sets) were available for House.
Cam Dub VI is underway!
Game 1 – Mr_Frodo’s Goblins, 4-0 win.
howlingfrodo in all of their glory. Or Frodogriffon, in this left to right configuration. They should be like Ant and Dec and always sit the right way around. Unprofessional.
The duo of howlinggriffon and Mr_Frodo (or ‘howlingfrodo’ as I’ve monikered them) are Cam Dub stalwarts. This year, they were sporting Norse and Goblins, respectively. Now, in an all doubles ruleset, Goblins can be somewhat tasty. Blocking Trolls, Goblins, Ball and Chains… Suddenly, with no Tackle they’re a tricky proposition and potentially a high damage output outfit. Andy had Ripper, Block Trolls, a Leader, a Dirty Player, a HMP Bomber and a Block Pogo, if memory serves.
I lost the toss and kicked, peeping through the gaps in my fingers and wondering if my all AV7 LoS would soon be little more than a smear across the turf (a familiar refrain across the weekend). The kick-off was fruity, landing one square inside Andy’s half, just off-centre. While the Blocking Pogo scooped after a re-roll, he had to GFI to get safe with the way the Goblin opening turn developed. 1, dead, ball bounced to Ripper, who caught it. My RO immediately killed the Leader Goblin reducing Andy to a tricky 7 turns without RRs, and I was two men up and menacing the poor green Stunties. Bad luck for Andy, this, but he did at least have the ball up Ripper’s jumper.
The next few turns were spent trying to contain and then pressurise Ripper, hoping he couldn’t push forward while trying not to get too close to any of the Trolls or Ball and Chain. I was chipping away at the ball with -2D blocks most turns, figuring that 1/4 times Ripper loses possession and a waiting Gutter could pounce. Come T5, the move finally worked, but the attempt sucked up my re-roll and the subsequent pick-up was muffed. While Ripper made an assisting Gutter pay for failure by knocking it out and a Goblin made off with the football, there were now too few Goblins remaining to successfully look after possession. In turn 8, I scored against three remaining Trolls, scratching their heads, probably wondering where their friends had gone.
The second half began similarly to the first. A short kick bounced just over the LoS, a Gutter snaked the pick-up and immediate armour breaks put the receiving team in bother. At 8 v 8, Andy had a real chance at putting me in proper trouble with his ninth turn. Fortuitously for me, he chose to leave the ball carrier on the side-line after pick-up and not GFI away, perhaps remembering the Pogo incident. This left me with a dodge and a 1DB blitz to surf the ball, which worked, and the Rats were gone before the Goblins knew what had hit them. 4-0 followed as Bribes and hence players dwindled; the last quarter of a game is often a pain for Goblins when it’s not gone well, the scoreboard can really tick along far more quickly than is fair.
Wotfud’s Renegades went down swinging to Darren’s Norse, and we shared the fixture win a win each. I believed in Wotfud, the infamous Creosote enthusiast, he would come good. Darren would go on to win his first four games and look dominant with Norse, so no shame here.
Game 2 – SlannMann’s Norse, 3-0 win.
My opponent SlannMann and my partner Wotfudboy. Yes, that half pint did end up all over SlannMann’s dugout. Whoops.
SlannMann was a relatively new face to me, however word had spread through the room that he had bested besters in game one (he sells sea shells on the Thetford shore), so I knew I had to be on my game here.
Confusingly, our Frog-monikered hero was utilising Norse, but he explained he didn’t feel this was the right ruleset for the Frogs from space, which is fair enough. Your only block or Wrestle would be the Krox, and while Guard Catchers are ace, they are pretty fragile. SlannMann was featuring a new star player, which was exciting! Scyla joined a Block Snow Troll, two Dodge Blitzers and Linemen to 12, 2 RR. Norse are formidable historically at Cam Dub, and this two big guy line-up did fill me with a sense of foreboding. At least the Claws would be largely useless.
I kicked off, again hoping to be in the game by the time I had chance to move anything. I was. An interesting scrum developed around halfway, where Scyla and my Rat Ogre were doing their respective best to cause damage to Linemen but ultimately avoid each other. Come my turn three, I made a bit of a mental error, I think. Scyla was in contact with a Storm Vermin, and I was worried about the Claw doing the business. I knew on a pushback, Scyla would end up next to the Rat Ogre, but the hot big guy on big guy block would be risky. First there is the 1/9 to consider, then on pushes, it would be 1D, then on a further push, the RO would be right in the mix near the cage the Norse were building on my left flank. So, I took 1D to move Scyla, and rolled a push.
In hindsight, I was being far too clever here for my own good. I should have accepted the block on my Blitzer; the RO is just too important and it’s only turn three. OK, so the Scyla hit could knock it over 1/3 times and / or leave me in a great position, but why try and win a drive in turn three where little had happened to that point? So I think this was a positional / strategic error, and not the best decision. Quite often with the agility teams, I think you need to decide that NOW IS THE TIME and you press the button, accepting it gets no better than right now, and you go for it. That can be turn one or turn sixteen, but here nothing much had happened and it was too early.
Unluckily for SlannMann, the bad plan worked. Scyla found Push -> Push -> RO right in the mix where the Norse didn’t want him. On my turn 4, the RO blocked the corner of the cage he was now in direct contact with, stunned the player and parked next to the ball. I couldn’t get a blitz at the carrier, but I could mark everything and screen the area off from reinforcements, which I did.
A bad position for the Norse was made worse by a 4+ dodge fail with the ball post RR, turnover, Gutter scoop, gone. This is an example of the result not matching the decision; yes I got what I wanted, but it was poor play on my part that got me there.
The second half was relatively straight forward as Scyla was removed quite early. A low risk early-ish score left SlannMann needing heroics, which failed, and I made it three as the ball hit the deck. Another example of a bad last quarter making the scoreboard gaudier than it should have been.
While it’s never true that a game comes down to one moment, there was certainly a stand-out decision and sequence here that pretty much shaped the result. I felt I’d gotten away with one, Commodore 64 enthusiast Wotfud also won, and we moved on to game three.
More game 2 action, as SlannMann plots murder upon my Rats. I stopped taking action shots here, as there are only so many angles in a small-ish room!
Game 3 – Vulturesquadron’s Orcs, 1-1 tie.
Vulturesquadron – the best nickname in Blood Bowl? Certainly sounds better than ‘Purplegoo’, which a Spanish gentleman once wondered aloud whether it was English slang for semen.
And so, with the England rugby projected on a big screen and a beer in hand (organisational win here – good times in a pub), Wotfudgoo met perennial Cam Dub podium team Vulturesquadron and besters. We knew this would be a toughie.
Jack’s Orcs featured a Block Troll and two Dodge Blitzers; standard enough for the format. I kicked off, and this time my LoS luck wasn’t so good. A Rat on the line took a CAS, and then the Claw SV didn’t survive a blitz. Two down to Orcs was going to be a tough defence, so I chose to show a bit of aggression. The ball was deep-ish on my left flank, so the RO steamed up that side and a Ratty screen tried to develop behind Jack’s LoS Orcs – ready to pounce on a muffed pick-up but also ready to try and smother the Orc drive before it got started upon a scoop.
Jack was able to scoop the ball and cage nicely, there was never a look-in for the big pressure I aimed for. Another recalculation later, and the plan was now to leave the RO left (hopefully to hit the cage at some point, but if not to mark a couple of BOBs and dissuade Jack from going up this side-line) and then screen the middle – right of the pitch as high as I could. If nothing else, Orcs are slow, and it might be that I could have forced a few GFIs or dodges as time dwindled or some sort of late, desperate, sub-optimal push by simply denying easy advancement. This strategy worked to a point. Come my turn five, the RO had actually screened three Orcs off from the ball area (two had advanced up my left, but Orcs are hardly the most frightening receivers), and the rest of the posse had perhaps over-extended, trying to loop around my right flank. There was a lot of contact here, including the corner of the cage, a BOB, on my Guard Gutter.
The moment was nigh, the time was now, it was getting no better. On a -2D push with the Gutter, I had 2D at the ball and a chance at one against the kick. I knew if I failed 5-6 of my guys were in contact and the half was likely over, but I felt I had to go for the turnover rather than preserve players. If you don’t take the opportunity to be aggressive with Skaven when it arises, I find it comes back and bites you. So – first action was a -2D Gutter block, Skull, re-roll, both down. Half over, as the Orcs got clear of my defence. There was a silly 5+ dodge, half dice knockdown late on, but it was never going to be decisive with so few Rats about. No one turner, into the second half we went. Good drive from Jack here, my chance wasn’t huge and the Orcs looked after the ball nicely.
With 10 rats, I felt relatively decent about my chances of a tie, even though Orcs are quite the formidable wall. My plan was to camp in my half with the four Gutters and look for chances with the RO. On the turn I could punch a hole, I would explode through with the pace and then play keep-away in Jack’s half until T16. Or at least, that was the plan.
In actuality, the RO bombed chances in turns 3-5 with ones or pushes, and come T6, I was actually in a real pickle and wondering if I’d ever get into scoring range. It was like pushing water uphill; the Rats really were not on form. In the end, I had to go for a sub-optimal push forward on T7 up a loosely accessible right flank, and left Jack a 5 / 9, 5+ dodge to hit the ball. That failed, 1-1, phew. Jack was really quite passive here, and it almost worked. I think it was the right plan; had he pushed in, my escape would likely have been easier. I was much happier with my play in this one, and felt good about securing a tie with a strong opponent.
Wofud fell to besters (no disaster that, and they got to share a chat about their enthusiasm for 1960s horse racing and jockeys), and we took the L as a team. 1/1/1 overnight, we could move on to socialising.
Now, for me, the socialising is as important as the Blood Bowl at a tournament. With that in mind, I think it’s important as a TO that you at least think about what people might like to do of an evening; plan an activity, think about eating, etc.
At Cam Dub, we have my fellow TO Schmee. Comedy genius, purveyor of ridiculous games that no-one understands and Indian restaurant connoisseur. As is tradition, Michael produced a dice cup containing exotic looking D6 from his bag, and mass games of ‘Go Johnny a Go Go Go Go’ were immediately underway. Participants didn’t know the rules, I’m actually unsure if there are actual rules, but Schmee kept score and hilarity ensued as the madness happened. Be sure to always clear your flash, that’s my advice. And drink heavily, it takes the pain away.
With a couple more beers sunk, it was off to a curry house conveniently near to Schmee’s house (funny, that) for a really tasty meal and merriment. Wotfud explained he has a lamb biryani test by which he grades all curry houses, and Cambridge scored 4.5 Wotfuds on the biryani-scale. What that means is beyond me, you’ll have to follow his Instagram for details. He’s enthusiastic about MySpace and Tweetface.
The curry house was a bit far out from central Cambridge for a large one, so a couple of quiet beers in a local pub later, and everyone was home before midnight. This meant we had a full house on the Sunday and no meetings with the local law enforcement (looking at no-one in particular from last year, Owen!), which counts as an organisational win in my book.
Don_Vito in not quite party mode post-curry. Schmee is actually 69 years old, in spite of not looking a day over 14. He would go on to have a lie-in and a haircut on the Sunday, which tells you all you need to know about his organisational chops.
Game 4 – zedsdead’s Chaos Renegades, 3-1 win
zedsdead… Cold? It wasn’t that cold, Darren. Especially for a Smoggie. Or Mackem. I forget how Newcastle entirely arbitrarily divides itself. Before I get letters, that was a joke. I know that Darren is a Scouser.
At this point in proceedings, with 11 pairs and a three-way to calculate on the bottom table, Score! threw a bit of a hissy fit and I was helping the program with the draw on my fingers and toes. A bit of added maths clears a hangover quickly, and I was glad of the extra effort (I wasn’t).
Darren had defeated Team Englander and big name Stick in game three, so I was most wary of his doubled-up Block big guy Pact. He was sporting a Block Troll and Ogre, a Guard Orc and a Claw Mino. Pretty nails (and remarkably similar to Wotfud’s line-up!). Having dominated me with his 5 fans, Darren had +2 FAME and elected to receive; presumably thinking it was splat-a-rat time.
The +2 Pitch Invasion has never come at a better time. 7 Rats went face-down and hid from the upcoming onslaught, including the whole LoS. Of course, this was a shocking outcome from the point of view of trying to defend, but in terms of keeping stuff alive, it wasn’t half bad!
It took 3-4 turns for me to get any sort of meaningful thing to do. Darren did a grand job of marking prone Rats and making it really unattractive to stand up or play at all, and it took a while for the RO to get back into the game safely, fearing the Claw Mino and what he could do. I think with a largely open field ahead of him, Darren may have over-extended very slightly on my left flank; advancing a DE-lead cage to within scoring range by T5. My now-free RO was able to get up and get stuck-in, and he rest of my team followed. The Mino had found itself over on my right, so I felt I could flirt with the side-line and Darren’s cage and exert a little pressure. Early in his T6, Darren found a crucial and unlucky double-Skull, and now the DE had to dodge three times and find a pass with no RR to escape the Rat masses safely. While the dodges were successful, the pass failed, and I was able to get a score against the head for 1-0 at the half as Skaven did their thing and disappeared with the ball. There really are few teams nearly as good as Skaven at dealing with these sorts of situations, and so it proved here. In retrospect, it was a really odd eight turns; I don’t feel like I played much, and the PI, while awful on paper, probably helped me long term. I felt sorry for Darren, that double-Skull arrived at an awful time and likely cost him the chance of a score. He was also not hurting things, which must be annoying against all of that AV7.
In the second half, I planned to score ASAP while I still had players, and I didn’t expect Renegades to get two in a half against 8 + Rats. ASAP turned out to be about T3 as the big guys were less adept at marking space than they were threatening murder. It was absolutely worth a couple of twos to score here I feel, there is no sense waiting for a dice less turn when a couple of twos are on the table and a failure can always be contested anyway. I was able to slow Darren enough to only concede back in T6, and at 2-1 with players remaining, attack was then the best form of defence as I found a quick third.
The game came down to that advanced cage / contact position and those double-Skulls, and again I felt relieved I had escaped a tricky match against a seasoned campaigner with the W. Wotfud overcame the Leap Troll Slayer sporting Circusbear, only warmly discussing the history of the trapeze for a few minutes afterwards. A round win was in the bag.
It’s about here the bingo cards started filling up and house was called. Three out of four prizes were claimed in the end over the last couple of rounds, so it feels like the tasks were about the right difficulty. It kept people interested through most of the event, but it wasn’t impossible. Grand. The final prize became a trinket for the Stunty Cup, so it didn’t go to waste.
Game 5 – Warka’s Undead, 3-0 win.
Geordie wunderkind Warka.
The fixture no Skaven coach ever wants to see come out of the hat, Undead. Warka’s two Block Mummies looked absolutely formidable and I feared what might be about to follow. Warka is the latest in a strong line of Geordie coaches and was out-performing celebrity partner Stick at this point, so I knew I was in for a challenge.
For the only time on the weekend, I elected to receive. Frankly, I thought I could maybe survive and take 1-0 at the half, but had I kicked, I expected to have little with which to try and equalise. I had mentally accepted a draw was a good result before kick-off, but it almost went very wrong.
Deep kick and Blitz! On poured the Undead assault, and suddenly most of my team was marked or was in range of a Mummy. A couple of Ghouls threatened my end zone, and I was happy the kick was deep rather than short! I screened the ball very loosely, expecting a Gutter scoop and reposition, but that was an error. I should have expected a snake and screened more closely, defending the ball more tightly. The snake came with a LoS dodge designed to assist a blitz on one of Warka’s Ghouls, and I cursed my ordering of the turn. I should have left the Gutter in contact and gone ball first. OK – so the snake on the ball probably kills the LoS Gutter, but another body on the ball was the right move, and in such circumstances, the correct order is ball first.
I sat back, thoroughly expecting my error and misfortune to be punished. Warka needed a 2D blitz POW, a pick-up and 2 GFIs to go 1-0 up in his T1. On a push, an extra 8 / 9 dodge was required. So, it was vastly more likely than not he’d score, but he failed the pick-up with RR. A reprieve I desperately needed, but perhaps didn’t deserve. OK – a Blitz! and a snake is not particularly lucky, but it annoys me when I make sequential errors, and I expect that sort of thing to be punished harshly.
Anyway, I was still in a pickle. I had to scoop with the Guard Gutter (non-ideal) and half screen in my own end zone, a square away from the corner. It left a 5+ dodge for 2D, but that’s all I had. The rest of the pitch was a disaster zone; Warka was intelligently pushing into my half, exploiting my AG3 and not letting my Gutters escape. It felt like ‘when’ and not ‘if’ my position would crumple and the Undead would score. The Undead didn’t take the 5+ on, instead preferring to heap even more contact and pressure on my flimsy screen.
That said, I fought the fire quite well, and my T4 was massive as the Claw Blitzer and RO got rid of two Undead players in quick succession. Now a man up, I was able to move from my left-hand end zone to the right, then up the field, then over to the left opposite end zone in three turns, and this broke the Undead resistance as nothing can keep up with Gutter Runners.
Touchdown in T8, no OTS and I was kicking with 10 v 11 and very happy to have survived.
By the time Warka’s drive developed, I was two men down and he was considering aloud whether to play for the draw or try and kill more and score early to win. I knew the right answer was play for the draw and he’d spot that (all my outs were KOs), so I chose to take an opportunity and go aggressive. I crashed into the Undead cage with everything I had, and this caused a handoff from a Ghoul to a Wight who subsequently only had an isolated cage for company just inside my half. Again, I hit the new cage with everything and tried to screen the area as best I could. This time, there was no handoff, and all Warka could do was hit things and leave a cage corner in contact. Three down now, I spied my shot. With a POW / Defender Stumbles on the corner Zombie 2D, I could set-up 1D on the Wight and on a push, get a further 1D. If the ball went down, anything could happen with my agility and pace. The Zombie went down in it’s own square (both down / Skull thrown), meaning it was now -2D with a Gutter to push the Wight into the 1D area. However, the -2D was double POW! With that stroke of luck, the game ended as I was able to seal possession, score and then take advantage of a failed quickie for 3-0.
Quite the game this one, and it was probably the most thinking and engagement with my team I had all weekend, as I actually got to make decisions rather than just ‘let Rats do a thing or die’. I was disappointed with my T1 choice, but stopped beating myself up sometime on the Tuesday after the event. Warka is a strong foe, and I think he’ll be a big deal in the north soon enough.
Wotfud took a tough loss to the ever-excellent Stick, and we shared the round, as well as details of Wotfud’s Harry Hill DVD collection. Something about hairless comedians does it for him, apparently.
Game 6 – PeteW’s Goblins, 4-0 win.
I was delighted to capture Pete in the act of repeating his infamous Eurobowl pose. And an awful lot of glare from that window.
And so, I ended up facing the FUMBBL legend, new England cap and all-around top coach PeteW and his Goblins. I gave myself a sharp pep talk before the game; I let myself get beaten by Stunties too often because I passively play with the memories of how good they can be on paper. In reality, I need to show no respect, get into them and cause Stunties to be Stunties. Gently encourage them implode, that sort of thing.
Pete’s Goblins needed no help, as it turned out. I kicked, and on turn one, Fungus found a triple Skull / both down, knocking himself out and turning over early. The RO then immediately dispatched a Goblin, got fouled to death after having a Chainsaw inserted somewhere unmentionable (Apo used) but sucked in enough resources to enable a ball shot. POW, ball down, Blodge carrier dead, eight turn score enabled. It didn’t get any better, and Pete’s team did him no favours. I could recount the gory details of each of my four majestic touchdowns, but that would be un-galante. Better just to leave it here, apologise to Pete again and breathe a sigh of relief that Fungus and friends didn’t fancy the job.
Wotfud squeaked a win against Pete’s son, and we moved onto awards. Gary is enthusiastic about awards.
Final reckoning: 3 / 2 / 1 – second placed pair (5 / 1 / 0 and 2 / 1 / 3 individually)
The tournament was in the books. Bestersquadron, the wily vets had once again dominated Cam Dub and walked away with GW pitches, trophies and the applause of the masses. Wotfudgoo had managed a respectable second place and made off with a pair of pretty medals. I was happy to have teamed with Wotfud, who was great craic throughout the weekend (and no doubt will be a terrific sport about all the silly things I’ve made up about him here), even when his dice didn’t really help him out. Perhaps I got the luck for both of us, as 5/1/0 is far better than I had expected to return with Skaven. I still absolutely hate them, but perhaps they got me out of trouble on the couple of occasions where I made bad choices or got distracted trying to run the tournament as well as play. I can heartily recommend either not playing while running or using Stunties when acting as a playing TO; it really is double the trouble playing and manning the laptop, keeping an eye on time, distributing bingo prizes and managing lost property!
Wotfudgoo pose with the loot. What a pair of pillocks.
Other awards were given out as detailed here, and the crowd dissipated for another year, leaving Schmee and I to collect glasses and breath sighs of relief. I am clearly extremely biased, but I love the crowd we get for Cam Dub. There is a relaxed, fun atmosphere, people get into the pairs spirit and plenty of laughs are had by all. We have some serial travellers from a long way away, and I’m especially grateful to those guys for making the huge effort to come down so close to Christmas. I’m still in full-on recovery mode, and will require all of the Christmas period to prepare myself for an amazing January.
Next time, I’ll be back in York for the UKTC and then off to Valencia for REVA. Back to back 200 coach monsters can’t fail to set the pulse racing and set-up 2019 beautifully. We’ll be back in the Golden Hind for Cam Dub in 2019, perhaps Wotfudgoo will ride again (I’d like that!), and you’re more than welcome to join us.
Until next time, have a wonderful festive period, one and all. I hope Santa brings you plenty of BB goodies and fun.
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