Dungeon Bowl Rules

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DUNGEON BOWL RULES

INHALT CONTENTS

Stairs 13
Passing 13

OVERVIEW 3

SPECIAL PLAY CARDS 13

PITCHES 3

Standard Layouts 4
ROSTERS 5
GAMEPLAY 6

Setup 6
Reserves 6
Knocked Out 6
Scoring Touchdowns 7
Fouls 7
Passes 7
Casualties 7
TIMING 7

Game End 7
MULTIPLE PLAYER GAMES 8
CHESTS 9
TELEPORTATION 10

Teleporting a player 10
Teleporting a scattering ball 10
Passes lost into the teleporter 10
Player with ball enters teleporter 10
Losing the ball while entering a teleporter 11
Following up a block into a teleporter 11
Teleportation Movement Cost 11
Multiple Teleportations 11
WALLS 11
OPTIONAL RULES 11

Optional Rules for Unusual Dungeon


Features 11
Spider Webs 11
Furniture 12
Pit 12
Spiked Pit 12
Pit Trap 12
Water (sewers, rivers etc) 12
Multiple Levels 12
Climb Action 12
Descending 13
Blitzing from on High 13
Fouling from on High 13

Traps (13) 13
Chests (12) 14
Teleporters (13) 14
Dungeon Features (13) 15

OVERVIEW
Dungeon Bowl is a variant of the normal Bloodbowl rules you know and love.
Games are run by a time limit, turns are quick and fluid and there is no need to keep
track of turn number. After a touchdown is scored both teams setup and start again,
time permitting.
To play you will need the normal accoutrements of the game plus
6 chests, marked underneath with numbers 1-6
6 teleporter pads numbered 1-6
A dungeon of approximately the same size as a bloodbowl field, but in a layout
where no room is narrower than 2 squares or wider than 6 squares. (see standard
layouts).

PITCHES
Rather than being played on an open paddock of grass with field lines, dungeon
bowl is played in some arrangement of interconnected rooms and corridors. These
may take any form, from a natural cave system to the inside of a building or a manmade catacomb or dungeon.
Different dungeon bowl pitches offer different challenges, so coaches will need to be
prepared to alter their tactics depending on the playing pitch.
The unusual features of a dungeon will create a multitude of dilemmas during
gameplay. Most scenarios have been covered in these rules. It is highly recommended
that each coach eads through the rules several times before playing in a tournament.
Players may always move diagonally and around corners as well as assist, follow up
etc around corners. For simplicity of play this rule of thumb is recommended
Diagonal Everything Is Allowed.

STANDARD LAYOUTS

For balanced and fair gameplay during a tournament the standardized layouts are
recommended, as well as random determination of the dungeon to be used for each
game. A standard field uses 12 floor sections (6x4) 4 hall sections (2x2) and will also
use 6 doors (2x1), 6 chests and 6 teleporters.
Here is an example two-player layout (reload this page to see another example
layout - there are fourteen in all):

For informal play varied dungeons are well worth experimenting with.

ROSTERS
Coaches have 550,000gp to spend, with 6-16 players per team chosen from the 24
NAF approved races.
Team Staff that may be purchased:
0+ Dungeon Bowl special play cards (10,000gp).
0-3 bribes Bribes may be used in the usual way.
0-2 bloodweiser babes (each gives a +1 to return rolls for knocked out players).
0-2 star players (Star players are trepidacious about playing in a dungeon bowl
game. Before setting up roll a D6 for each star player, on a roll of a 4+ the star
player may set up as normal, on the roll of a 1-3 they must start the game in the KO
box to represent their apprehension about playing.
Team options that are not available:
rerolls

fan factor
cheerleaders
apothecaries

GAMEPLAY
SETUP

At the start of each game both coaches roll a D6, combine these rolls (2-12). to
determine which dungeon layout is used. (see standard layouts).
To start the game each team sets up 6 players in the 3 entrances to the board on his
or her side of the dungeon.
The kickoff table is not used.
Six chests are randomly shuffled and distributed through the dungeon at marked
locations. One of them contains the ball. Roll a D6 to nominate the target chest
number.
A coin toss selects the player to move first.
RESERVES

Beginning with a players second turn reserves may be brought on. Choose one
player from the reserves box, the player can make a move, blitz, pass or foul action
action, starting from a random teleporter (roll a D6) or any of the entrances on his
teams side of the dungeon. This can be done at any time in the coachs turn. Only
one player can enter the game per turn. Once a player has set foot on the field roll
Bloodlust, Really Stupid, Wild Animal, Bonehead if the player has one of these skills.
KNOCKED OUT

A coach may attempt to bring a Knocked Out player onto the playing field if he or
she has not already brought a player onto the field that turn. Choose a KOed player,
roll a D6. If a 6 is rolled the player can take an action, starting from a random
teleporter (roll a D6) or a chosen doorway. If the roll to return a player from KO is
failed the coach can continue to roll for his other KOed players until one is able to
return, any other players remain in the KO box. Only one player may enter the game
for each team each turn either from reserves or the KO box.
Players can only come out of the KO box during their turn, not at setup.
Each Bloodweiser babe a team has on staff adds 1 to each KO roll.

SCORING TOUCHDOWNS

To score, a coach needs to move a player in possession of the ball off the board
through any passageway on his opponents side of the dungeon (the opposite side to
which he started).
On standard dungeon bowl boards three model doorways are used to represent the
dungeon bowl equivalent of an endzone. Moving a player into the square occupied
by the door scores a TD if the player has the ball. The doorway is treated like a solid
wall for the purposes of scattering a loose ball or moving a player who is not in
possession of the ball.
FOULS

In a dungeon the game officials have considerable difficulty keeping their eyes on
everyone, players are only sent off for fouling if they roll double on the armour roll.
PASSES

There is no range restriction on passes, but passes are not permitted if a wall
intersects the centre of the range ruler at any point along the path of pass.
CASUALTIES

Wizards keep a close track of each players vital signs during the game and remove
players from the game the moment they come to harm. All casualties in dungeon
bowl are treated as Badly Hurt. Players that successfully regenerate go to the reserves
box.

TIMING
Dungeon Bowl games go for 50 minutes or less and can end in the following ways:
at least 30 minutes have been played and a team is ahead by two TDs (runaway win
50pts)
at least 30 minutes have been played and your opponent has no players in the
dungeon at the start of your turn (annihilation win 50pts)
at least 40 minutes have been played and a team is one TD ahead (points win 40pts)
the game ends with tied scores (draw 20pts)
GAME END

The game ends immediately when one of the above conditions are met.
At 40 minutes, if both teams are tied, each coach rolls a D6. The sum is the number
of turns remaining before the game ends (2-12). After each coach finishes his or her
turn, reduce the counter by one. Each coach will therefore have between 1 and 6
turns left to play in a tied game after 40 minutes has passed.
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MULTIPLE PLAYER GAMES


For four player games a dungeon about 50% larger than normal is suggested. As
soon as the first ball has been found, reset all 6 chests with a second ball. In a
multiple player game play does not end when a TD is scored, but a turnover occurs.
The ball should be put into play if the second ball has already been revealed.
Standard victory conditions apply, but time limits should be doubled for 4 player
games on larger dungeons.

Four player games are recommended for the final round in a preseason, season or
tournament.

CHESTS
When a player enters a square that contains a chest it will magically open. It will
contain either the ball or a trap.
If a player moves onto the chest that contains the ball (including being pushed into
it) he must attempt to pick it up, unless he is not standing as he enters the square,
e.g. as the result of a block or has No Hands. The pickup roll is an AG roll with a +1
modifier. If one of your players fails a pickup attempt in your turn this causes a
turnover.
If the chest contained a trap the player is knocked prone, make an armour roll.
Adjacent players are knocked over on a 4+, make armour rolls for players knocked
over as if knocked down by a player with Mighty Blow. If one of your players is
knocked down by an exploding chest in your turn this causes a turnover.
A player that is Knocked Down into a chest (e.g. blocked, failed dodge/GFI) will
trigger the opening of the chest. If the chest contains the ball it will scatter and the
knocked down player can not gather it. If the chest contains a bomb make the
armour roll for the knocked down player, but treat it as if it were made by a mighty
blow player. If the knocked down player was blocked into an explosive chest by a
player with mighty blow add 1 to both armour and injury rolls.
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TELEPORTATION
TELEPORTING A PLAYER

A player that enters the same square as a teleporter for any reason will be randomly
relocated. A moving player can teleport as often as he or she wants in a turn.
Roll a D6 (or coloured teleporter dice) and place the player on the teleporter marked
with the number or colour rolled. If the number rolled is the same as the teleporter
of origin the player is lost for an unknown period of time, place this player in the
KO box (the player is actually lost in the ether until the wizards can recover him and
put him back into the game).
If one of your players is lost in the teleporter network during your turn, this causes a
turnover.
When a player is teleported, he or she is immediately scattered in a random direction
(D8) from the destination teleporter (which can cause a push or series of pushes).
Note that it is therefore impossible for any player to occupy the same square as a
teleporter for more than an instant.
Reroll scatter if there is no valid square for the player (e.g. a wall exists in the square
indicated).
TELEPORTING A SCATTERING BALL

If a scattering ball enters a square with a teleporter it will teleport. If the number of
the teleporter of origin is rolled the ball reappears from the same teleporter.
This also occurs when a player looses the ball as entering a teleporter.
PASSES LOST INTO THE TELEPORTER

If a pass is made with the range ruler passing partially over a square with a
teleporter, roll a D6 after the passing roll, but only if the pass is not fumbled or
intercepted between by a player positioned between the teleporter and the thrower.
On a 1 the ball disappears into the teleporter and appears elsewhere exactly as
described for a scattering ball. Safe throw skill does not guard against teleporters!
PLAYER WITH BALL ENTERS TELEPORTER

When a player in possession of the ball enters a teleporter scatter the player as
normal. Then roll a D6, on a 4+ the player keeps the ball, on a 1-3 the ball is
teleported independently.
Loosing the ball into a teleporter causes a turnover.

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LOSING THE BALL WHILE ENTERING A TELEPORTER

If a player in possession of the ball is knocked over into the teleporters square or
pushed into the teleporters square by a player with Strip Ball skill the ball and
player will teleport separately and independently.
FOLLOWING UP A BLOCK INTO A TELEPORTER

As with all other scenarios when a player enters a teleportation square, he will
teleport. If a player is teleported away after a push by a frenzy player the second
block can not be taken.
TELEPORTATION MOVEMENT COST

Teleporting does not cost any movement points, only those as normal for moving
into the teleporters square.
MULTIPLE TELEPORTATIONS

A player may teleport as many times in a turn as he or she has movement points for,
e.g. after teleporting a player may spend 1MA to re-enter that teleporter. However
the chances of becoming lost increase.

WALLS
If the ball hits a wall due to a pass or scatter it will bounce one square away from the
wall using the template.
When a blocked player is pushed, if there are no empty squares the player can be
pushed into a wall.
When a player is pushed into a wall, make an armour roll. If armour is broken the
player is Knocked Down in the current square.
If a player is knocked down into a wall, treat the block as being made by a player
with mighty blow. If the blocking player already has mighty blow add one to armour
and injury rolls.

OPTIONAL RULES
OPTIONAL RULES FOR UNUSUAL DUNGEON FEATURES

Some pitches have special features that will be described below. Set your imagination
and your modeling skill free and have fun with ideas of your own!
SPIDER WEBS

To leave a square with a spiderweb in it a player must pass a strength test with +1,
or remain in place as if held by tentacles.
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FURNITURE

All furniture, such as boxes, chairs, tables, barrels, beds and bookcases are treated as
walls except that passes can be made over them.
PIT

When a player enters a pit for any reason he or she is stunned. This represents the
time taken for the player to escape the pit. The square is treated as a normal
occupied square while a player is stunned, prone or standing in it. When the square
becomes vacant again it can be entered by a new player.
SPIKED PIT

When a player enters a square with a spiked pit he or she is knocked prone and
armour is automatically broken, make an injury roll for the player.
PIT TRAP

A pit trap operates like a Pit, but is covered by a trapdoor and therefore a player can
enter this square without automatically being stunned.
A player who enters the same square as a trapdoor must roll a D6. If the result is
equal to or higher than his or her strength the trapdoor is not triggered. Otherwise
the trapdoor is triggered and the player is placed stunned as if he or she had entered
a Pit.
WATER (SEWERS, RIVERS ETC)

Players leaving a square that contains water must spend two movement allowance
points to move into any adjacent square. The ball will not bounce if it lands in the
sewer, but will drift one square at the end of each players turn.
MULTIPLE LEVELS

Adjacent players may not block, tackle, stab, chainsaw, hypnotize, assist, tackle or
foul each other if they are on different levels of the dungeon, nor may they handoff
the ball (but passes can be made as normal).
Leap can not be used to ascend levels, only stairs and the Climb action allow this.
CLIMB ACTION

In addition to the actions listed in the current Blood Bowl rulebook a player may
perform a Climb action. The climb action is a variation of the move action, there is
no limit to how many players may perform this action in a turn. A player may not
block, pass, handoff, or foul when undertaking a climb action. Only players who
start their turn standing in a square next to a higher level pay perform a climb
action. Roll a D6, on a 6 the player may be placed in any adjacent square on a
higher level. Standing adjacent team mates each add 1 to this roll if they are not in
opposing tackle zones. A failed climb is not a turnover. The player remains standing.
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DESCENDING

A player on a higher level may voluntarily move to a lower level, place the model in
an adjacent square on the lower level and make a landing roll as if the player had
been thrown by a teammate.
BLITZING FROM ON HIGH

A player on a higher level may blitz a player on a lower level. Place the blitzing
player into the square occupied by the blocked player. If the blitzing player is not
knocked over during the block action he must make a land roll or be knocked prone.
The blocked player is always pushed back, even if the result of the block is attacker
down/both down, and even if the player has stand firm skill.
FOULING FROM ON HIGH

A player on a higher level may foul a prone player on lower level by moving onto
that square, do not make a landing roll, but place the fouling player prone in an
adjacent square to the victim on the lower level. Make an automatic injury roll for
the fouled player, and make an armour roll for the player who made the diving foul.
STAIRS

A player on a stair is considered to be adjacent only to adjacent squares of the


staircase, ie only adjacent squares that are on the same level or one level higher or
lower. Note that staircases are therefore natural choke-points.
A player on a stair may descend to an adjacent square on a lower level as described
in the descending section.
PASSING

Players on the lower level can not intercept a pass unless the thrower or the target is
on their level, even if they are under the ruler.
Passing up a level does not affect the distance on the range ruler, but will incur a -1
penalty to the pass attempt.
Passing the ball down to a lower level does not provide a bonus.

SPECIAL PLAY CARDS


A deck of 54 specially designed cards has been developed for Dungeon Bowl. These
cards each give a small bonus during the game, each card is worth 10,000gp.
There are 4 types of cards in the current format.
TRAPS (13)

Gas Trap

13

Rockfall
Hidden Pit Trap
Hidden Spear Trap
Spiked Trap
Net Trap
Dart Trap
Rigged Teleporter
Rigged Ball
Trapped Dugout
Trap Door
Rigged Equipment
Trampoline Trap
CHESTS (12)

Trick chest x2
Springloaded Chest
Dud Chest
Ensnaring Chest
Teleporting Chest
Dummy Chest
Sonic Chest Trap
Second Ball
Exploding Chest
Locked Chest
Spiked Chest
Gastrap Chest
TELEPORTERS (13)

Lucky Teleport (red)


Lucky Teleport (orange)
Lucky Teleport (yellow)
Lucky Teleport (green)
Lucky Teleport (blue)

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Lucky Teleport (purple)


Chain Teleportation
Lost in the Void
Boosted Teleporter
Teleporter Malfunction
Teleporter Feedback
Teleporter Overload
Teleporting Ball
DUNGEON FEATURES (13)

Secret Passage
Stalagtites
Deep Puddles
Mossy Ground
Soft Patch
Slime
Slippery Ground
Cracked Ground
Bat Swarm
Jagged Ground
Rough Patch
Perfect Hand Holds
Crumbling Wall

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