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
- Setup Dungeon
- Place Treasure Chests
- Place Teleport Pads
- Hire Freebooters.
- Work out the Cabal-vision buy rate (same as working out the Gate).
- Roll for "Pep Rally" re-roll
- 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:
- Choice of which end zone
they
start from and must place their players first.
- Take their turn first
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:
- Begin an action
- Have a block declared on them
- Attempt to catch the ball
- Attempt to intercept the ball
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