DUNGEONBOWL RULES

DUNGEON SET-UP

In order to play a game of Dungeonbowl you first need a dungeon There are a two different ways to set up a dungeon; you can use Dungeonbowl or Warhammer Quest floor plans.

Dungeonbowl teams play in all kinds of different dungeons, so you can really set up a dungeon in any way you like, within the guidelines given below.

Note that the dungeon must include an ‘end zone’ for each team. During the DB season two of these and a set of Dungeonbowl tiles will be available at Avatar at all times. End Zones are placed in the dungeon last of all, and must be paced as far apart as possible. Doorways are always assumed to have had the doors removed (i.e. they are simply openings). Apart from that there are no restrictions on how you build the dungeon. After set up, roll a d6 to determine who chooses which end zone to start in. During a playoff the highest rated team picks first.

TREASURE CHESTS & TELEPORT PADS

In a standard dungeon there are six Chest counters and six Teleport Pad counters. The Chest counters are double-sided; all six have a picture of a chest on one side, and on the reverse side five have a picture of an explosion and one has a picture of a ball. The Teleport counters are single- sided and numbered from one to six.

Place the Chest counters so that the chest side is showing and shuffle them up. Then take it in turn to place them in the dungeon. A Chest counter can be placed in any square that is at least eight squares from an end zone and at least four squares from another chest. Next place the Teleport Pad counters. These may be placed in any empty square you like (you can even place them in your own end zone if you like).

THE PLAYERS

Finally you can set up your players. Each coach places six players (not eleven as in the normal game) in his end zone board section. Players can only be placed in the end zones at the start of the game. Further players will get to teleport into the dungeon once the game begins

RULES OF PLAY

Dungeonbowl uses the standard Blood Bowl rules, except where they are modified below. The object of the game is to find the ball and get it into the opposing end zone in order to score a touchdown. The first team to get a standing player who is holding the ball into the opposing end zone is the winner. Note that the turn marker is not used, and that the game is not split into two halves. Play is continuous until a team scores, and that team is the winner! The following rules are not used in Dungeonbowl: Kick-Offs, Illegal Procedure Calls, bloodwieser babes, and Team Wizards

PUSHING INTO WALLS

Treat any wall the same as a sideline square, but instead of being taken by the crowd, a player pushed into a wall stays in his square but his opponent rolls an unmodified armor (and possibly injury) roll. Knocking a player down into a wall simply drops the player down in his square as normal.

TELEPORTING

The Teleport Pad counters represent special teleport gates set up by the magicians at the start of the game. You can use them to move players around the dungeon very quickly. Unfortunately you can’t be sure where (or even if) a player will re-appear.

When a player moves onto a pad, roll a D6. The player is immediately teleported to the pad with the same number. It ‘costs’ the player one square of movement (if they have any left) to gather their senses once they materialise, and they may then carry on with their move as normal. However, if the player ends up being teleported again in the same turn, the huge strain on his body causes dreadful internal injuries; roll on the injury table immediately to see what happens to the player, without making an armour roll.

If a player is teleported to a square already occupied by another player, the player who was originally there is teleported away in a chain reaction. Roll a D6 to see where the victim is teleported to (which may, in turn, cause another chain reaction). Remember that if a player is teleported twice in the same turn he suffers an injury.

Teleportation is not an exact science, and there is always a chance that something will go wrong. To represent this, if you roll the number of the pad the player is on, then he is lost in space! For example, if a player was on pad number three and you rolled ‘3’ on the D6, then he would be lost in space. Remove the player from the board and place him in the KO box. The ball cannot be lost in space (it is magically protected), and will instead drop to the ground and then scatter from the pad the player was on. Dropping the ball in this way will cause a turn-over.

DUG-OUT TELEPORTERS

Each teams’ dug-out contains a special teleporter that can be used to move players from the reserves box to the dungeon. A coach may teleport one player from the reserves box to the dungeon at the start of each turn. In Dungeonbowl a coach may have any number of players in the dungeon at any one time. In practice, however, it is rare for a coach to be able to get all of his players into the dungeon before a touchdown is scored. Note that you can’t teleport players from the dungeon back to the dug-out.

INJURED PLAYERS

Injured players are placed in the appropriate box in the dug-out, as in normal Blood Bowl. However, as Dungeonbowl is only played to a single touchdown, in early matches many coaches complained that their best players didn’t get a chance to return to the dungeon after being injured. What is the point, cried the dismayed wizards, of paying 200,000 gold pieces for a star player if he’s only out there for a couple of minutes?

In response to this the magical colleges pooled their resources and came up with a magic item called Ed’e Warrings Magic Sponge, named after its inventor. All Dungeonbowl teams are issued with this extraordinary item. A coach may use the sponge to treat an injured player instead of teleporting a player into the dungeon. If the player was in the KO’d box, he is moved into the Reserves box. The sponge has no effect on players that have been seriously injured or killed.

REGENERATION

Successful regeneration rolls place the player in the KO box rather than reserves.

OPENING TREASURE CHESTS

At the start of the game the ball is hidden in a treasure chest, and the players will obviously have to find it in order to score a touchdown. Unfortunately the chests that don’t hold the ball are fitted with a spectacular – though not usually lethal – explosive spell, that goes off when the chest is opened.

A player may open a chest that is in an adjacent square (you can’t move onto a square with a chest, by the way) at the cost of one square of movement. Opening the chest is a free action and can be combined with a blitz, etc. Flip the counter over. If it shows the ball, replace the chest with the ball. Once revealed, the ball can be picked up normally, including by the player that discovered it if he has any movement left.

If the chest is trapped it explodes (remove it), and the player who opened it and any other players adjacent to the square it was in are knocked over and must make armour rolls to avoid injury. Note that this will cause a turnover, as the player that opened the chest has been knocked down.

THROWING RESTRICTIONS

Only quick and short passes are allowed when playing underground – the ceiling is too low to attempt longer passes. Obviously the ball cannot be thrown to a player if it has to pass through a wall in order to reach him. In addition the ball can’t scatter into a wall; roll for scatter again if this happens. Players with Strong Arm can attempt long passes.

PIT TRAPS OR BOTTOMLESS PITS

In a standard DB game, each coach gets 3 pit trap counters to place anywhere in the dungeon except for the opponents end zone rooms. When a player moves/is pushed into a counter, roll a d6. 1-3=fake, 4-5=pit trap, 6=spiked pit. If a pit trap, place the player prone immediately with an unmodified av/inj roll but no turnover unless he was knocked down into the trap or is holding the ball. If a spiked pit the player makes an injury roll and does cause a turnover if on his turn. Traps stay on the field after being flipped. Players down in pit traps or spike traps cannot be fouled.

Players without the Leap skill can attempt to leap over pit traps or unflipped trap counters, however they get a -1 to their leap roll for every tackle zone they are leaping into and/or out of.

INDUCEMENTS

Inducements that are available for DB include: rerolls, apothecary, igor, mercs, star players, and cards. Due to the nature of the game, wizards are not available. Cards are also riskier as some cards have no value, and others increased value in DB. Cards for 'at the kickoff' can be used if applicable at the start of the game.

new inducements for DB are extra pit counters (50g for 2, max 8)