Dungeonbowl


Please note that the bulk of these rules originally appeared in White Dwarf #225.  They have been heavily modified to suit the EAGBBL.  But to give credit where credit is due, these rules would not exist without Jervis Johnson's original article.

Dungeonbowl Match Rules

As the name suggests, Dungeonbowl is played in an underground dungeon.  The standard Blood Bowl board is not used.  Instead a dungeon map is created using Warhammer Quest tiles (battle mats of the appropriate square size will work as well).  The object of the game is to get a standing player who is holding the ball into the opposing team's end zone.

The following rules are not used in Dungeonbowl: Weather, Kick-Offs, Moving Turn Counters, Star Player Points for completions, Special Play Cards, and Team Wizards.

Winning

Dungeonbowl matches are sudden death.  The first team to score a touchdown wins.

Pre-match Sequence

  1. Setup Dungeon
    1. Place Treasure Chests
    2. Place Teleport Pads
  2. Hire Freebooters.
  3. Work out the Cabal-vision buy rate (same as working out the Gate).
  4. Roll for "Pep Rally" re-roll
  5. Setup Players

Setup Dungeon

The dungeon must include a two square by four square 'end zone' for each team.  These must be placed as far apart as possible.  All corridors must be at least two squares wide.

Each dungeon has 6 Treasure Chests.  1 Chest contains the ball.  The remaining Chests contain explosive traps.
The coaches take turns placing the Chests.
Each Chest must be at least 8 squares from any end zone square and at least 4 squares from another Chest.

Each dungeon has 6 Teleport Pads (numbered from 1 to 6).
The coaches take turns placing the Teleport Pads.
Teleport pads may be placed in an end zone square, but no more than 2 teleporters may be placed in each end zone..

"Pep Rally" re-roll

Each coach rolls 2d6.  Add +2 to your roll if you have more cheerleaders than your opponent.  The coach with the highest score gains 1 extra re-roll for this game.  If it is a tie, both coaches gain 1 extra re-roll for this game.

Setup Players

Each coach rolls 2d6.  Add +2 to your roll if you have more assistant coaches than your opponent.  Re-roll any ties,  The coach with the highest score gets to pick one of the following:

Each coach places 6 players in the dungeon.  Each player must start in one of their end zone squares.

Teleporting

When a player moves (or is moved) onto a Teleport Pad, roll 1d6.  The player is immediately moved to the pad with the number rolled on the 1d6.  Teleporting costs 1 square of movement (if they have any left).  If the player has any movement left they may continue moving.  A player may NOT "go for it" if teleporting used up their last square of MV.

If a player is teleported more than once in a turn, they are injured.  Roll immediately on the standard injury table (no armour roll is required).

If the ball scatters to a Teleport Pad, it will scatter again from that square.

Chain Reactions

If a player is teleported to a square that is occupied by another player (or creature), the player (or creature) that was originally there is immediately teleported.  Roll 1D6 to determine where the player (or creature) is teleported.

Note that if a player holding the ball is teleported into the opposing teams end zone, complete the current chain reaction before determining if this player has scored a touchdown.  If they are subsequently teleported out as part of the current chain reaction, a touchdown is not scored.

LOST...IN...SPACE...Space...space

If a player's teleportation roll is the same number as the Teleport Pad they are currently standing on, they are lost in space.  Remove the player from the game.  They will be able to participate in the next game (provided they were not seriously injured or killed due to multiple teleportation).  If the player was holding the ball, it will scatter 1 square from Teleport Pad the player was standing on.

Dugout Teleporters

Each turn a coach may teleport 1 player from their reserves box to the dungeon.  Roll 1d6 to determine which Teleport Pad the player appears in.  Teleporting from the Dugout starts that player's action and costs 1 square of movement.  Thus they may not throw a normal Block.  They may however, Move, Blitz, Pass, Foul, or open a Chest.  However, since actions must be declared before they are taken, a coach must declare the player is blitzing, passing, or fouling prior to teleporting the player into the dungeon.

Opening Treasure Chests

A player may open a Chest as a part of a Move, Hand Off, Pass, Foul, or Blitz action.  It costs one square of movement to open a chest.  A player is allowed to move and open a Chest at any point during their movement.  A player may open a Chest that is in an adjacent square.  A player may not move into a square occupied by a chest.

If the Chest contains a trap, it explodes.  All players adjacent to the chest (including the player who opened the Chest) are knocked over.  Make an armour roll for every player knocked over.  Remove the Chest.  Opening a trapped Chest causes as turnover.

Corners and Doors

Players can not move through a wall corner.  For example, a player in square A can't move to square C.  The player would need to move to square B then to square C.  Similarly, square A is NOT adjacent to square C.  Thus a player in square A does not have a tackle zone on square C, nor can they hand-off to square C, or open a chest in square C.  Corners created by pits, obstacles, and treasure chests are not subject to these rules.
Only 2 squares on opposite sides of a door are considered adjacent.  For example, square B is adjacent to X and Y (and A).  However, square B is NOT adjacent to square W.

Throwing In The Dungeon

Only Quick and Short passes are allowed.  A ball may NOT be thrown through a wall.  A ball may not scatter into a wall.

The distance a team-mate can be thrown is reduced by 2 squares.

Bouncing off Walls

A player taking a pass action may declare that they are throwing a ball at a wall.  The player declares which wall square they are aiming at and roll to see if they are accurate (the ball may be intercepted or fumbled).  If the pass not accurate roll 1d6.  1-3 it hits 1 square to the right of the target.  4-6 it hits 1 square to the left of the target.  The ball then bounces off the wall 1d6 squares (need a diagram here).  All players the ball passes over may attempt to catch the ball.  This is NOT an accurate pass for the purposes of completions and catch modifiers.  The player closest to the wall gets the first opportunity to catch the ball, then next, and so on.  If the ball is not caught by player on the moving team (and this was not a dump off by the non-moving team) it is a turnover.  If the ball is not caught by any player it will scatter 1 square.  If the ball hits a second wall, it will scatter one square.

You may NOT bounce team-mates off the wall.

Injuries

KO'd, Seriously Injured, and Dead players are immediately teleported to the appropriate dugout location.

Magic Sponge

Each team is provided with a Magic Sponge (insert contraceptive joke here).  Once per turn, instead of teleporting a player into the dungeon, a coach may use the Magic Sponge on a player in the Knocked Out box.    That player is immediately moved to the reserves box.

Dungeon Terrain

Obstacles

Statues, Thrones, Fountains, and Idols are collectively know as obstacles.

A player may not enter a square containing these sorts of obstacles.  The ball may be thrown over these sorts of obstacles.  Roll 1D6 for each obstacle square the ball passes through, starting with the closest square to the thrower.  On a 1, the ball hits the obstacle and scatters 1 square from it.  This is a turnover.

You may throw team-mates over obstacles.  The same rules apply.

Falling into Pits

Chasms, Lava Flows, and Cliffs are collectively know as pits.

If a player is pushed or falls into a pit, roll immediately on the Casualty table.  If this occurs during that player's turn, it is a turnover.

If the player was holding the ball, the ball will reappear on a randomly selected Teleport Pad.  Since the ball can't stay on the Teleport Pad, immediately scatter the ball 1 square.

If a ball ever scatters into a pit, it will reappear on a randomly selected Teleport Pad.  Since the ball can't stay on the Teleport Pad, immediately scatter the ball 1 square.

Jumping Over Pits

Players with the leap skill may jump over Pits that are only 1 square wide.  Resolve this as a normal Leap skill roll.

Precarious Positions

Players on a rope bridge or next to Lava Flows are in a Precarious Position.  A player in a precarious position must roll a 1d6 if they: On a 1, the player falls into the pit.  On 2-6 the action continues as normal.
Additionally a player moving (either voluntarily or involuntarily) into a Precarious Position square must also make a Precarious Position roll.

Extraordinary Skills

The following Extraordinary Skills are modified for Dungeonbowl matches:

Bone-Head/Really Stupid (additional): Roll 1d6 before teleporting this player from the Reserves box.  On a roll of a 1 this player may not teleport in this turn.  You may select another player to teleport in this turn.

Easily Confused (additional): If Thrud fails his Bone-Head roll, he thinks he's playing for the other team.  He loses his tackle zone and is now controlled by the other coach.  His tackle zone returns when he doesn't fail his Bone-Head roll.

Off For A Bite - Vampire Team - (Additional): A Vampire that fails to feed is KO'd rather than being placed the Reserves.  This still counts as a Turnover.

Regenerate (additional): Once per turn, instead of Using the Magic Sponge or Teleporting a player from the Reserves box, you may roll to see if the player regenerates from the injury.  1-3 he continues to suffer the injury as normal (place the player prone in the Dead & Injured box).  4-6 move the player to the Reserves box.  A player may only do this once per injury.

Take Root (additional): Roll 1d6 before teleporting this player from the Reserves box.  On a roll of 1 this player may not teleport in this turn.  You may select another player to teleport in this turn.

Star Player Points

Casualty Star Player Points are only awarded for casualties caused against opposing players.  Additionally, players pushed into pits do not result in Star Player Points.

Star Player Points are not awarded for Completions