You are not logged in.
Pages: 1
Som alle ved er der Dungeon Bowl tunering den 12/11. Her følger de nuværende regler, forslag til ændringer er meget velkommende!
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
“Stories of imagination tend to upset those without one.”
― Terry Pratchett
Offline
Hmm - bare en tanke, med lidt ekstra regler kunne der vel spilles på en Robo Rally bane?
Offline
Spørgsmål:
1:
"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." Gælder dette for alle spillere med bone-head?
2:
Rent Fluff, så bliver kampen spillet i en Dungeon, så der er vel ingen Referee tilstede - skulle man så ikke kunne foule uden at blive udvist?
Should I even bother to remind you of the odds?
- Drizzt Do'Urden
Offline
satte vi et TV loft/krav for deltagelse? Det er jo på Revenge Of Da Killah Beez hjemme bane så de skal nok støbes til formålet :-)
Never tell me the odds! - Han Solo
Offline
@Panduro: 1. Reglen gælder kun Thrud. 2. Der er referee da alle kampene bliver vist over Crystal Vision (Warhammers version af cabelvision) og hele dungeon bowl tuneringen er afholdt af The Colleges of magic
@Troels: Jeg tror ikke der kommer et loft på TV, men regner med at man ikke får lov til at induce starplayers ellers Merchs, da det er fluff traditionen for Dungeon bowl.
“Stories of imagination tend to upset those without one.”
― Terry Pratchett
Offline
inducer alle så op til højeste tv? og kun star players og merchs? ellers ku det godt gå hen og blive mange wizards!!
Never tell me the odds! - Han Solo
Offline
inducer alle så op til højeste tv? og kun star players og merchs? ellers ku det godt gå hen og blive mange wizards!!
hver hold kan kun få en wizard
Should I even bother to remind you of the odds?
- Drizzt Do'Urden
Offline
Okay, har lige et par ideer og ting som jeg godt vil bringe på banen. Dels efter vores snak igår og dels generelt.
1. Jeg syntes det ville være fint hvis alle hold kunne bruge deres Magic Sponge til at lave et Regen roll på en af sine spillere. Jeg syntes også det ville være fint hvis man måtte gøre det flere gange. Dungeon Bowl kan være ret brutalt - der er mange ting ud over det at blive slået på der kan give skade, også direkte gennem armor. Skulle man være så "uheldig" at være det hold med højest TV, og ikke være et Regen hold, har man kun 1 chance for at redde sine folk.
1b. Det fremgår ikke helt tydeligt, men man kunne få den opfattelse at grunden til at man kan bruge Magic Sponge på sine Regen folk er, at man ikke får et Regen roll når skade bliver delt første gang? Under alle omstændigheder synes jeg det ville være bedre som ovenstående - en slags bonus til alle, således kan man vælge om man vil rede en stjerne, eller få en mand på banen der måske kan vinde kampen.
2. Jeg synes alle hold burde få en gratis Wizard som de kan bruge, og at hold derudover må induce 1 Wizard. Ellers er det ret nemt eventuelt at blokere sin End Zone hvis ikke alle teleporters bliver smidt i disse, og det ville sku være lidt kedeligt efter min mening. Således ville alle hold få en chance for mindst en gang at snige sig igennem til en End Zone med bolden (eller stoppe en fra at gøre det samme).
3. Hvorfor får man ikke SPP for completions? Det kan jeg da virkelig ikke se nogen grund til. Det er i forvejen utrolig svært at kaste bolden i de tætte og snørklede gange, det kræver da skillz!
4. Hvordan gør vi inducements når der er mere end to hold i dungeonen? Hvilket jeg bestemt syntes der skal være! Skal det være op til den højeste (det virker umiddelbart mest rimeligt, men når man ikke kan købe star players og mercenaries kan det være svært at bruge rigtig mange penge.
5. Jeg syntes det var en god ide vi kom frem til igår med hensyn til spille planen:
-Indledende kampe består af X Dungeons med 4 hold i hver. Når et hold scorer, bliver deres End Zone fjernet.
-Hvis der f.eks. spilles 3 indledende Dungeons, så bliver første scoren fra hver dungeon sat i finalen, og derefter er det det hold der først score af de resterende hold der får den sidste og fjerde plads i finalen - det vil sige at det måske kan betale sig at presse hårdt for at få et mål igennem når første scoren fra ens bord er ude.
-Sidst spilles en sindsyg finale med fire hold i en sej dungeon.
6. Præmier. Jeg synes denne turnering ville være uber oplagt til at bruge Bukkes ide, med en Favoured By Nuffle terning (for dem der ikke har hørt hans ide, er det en terning hvor den ene Push er skiftet ud med en Defender Down. Terningen må bruges én gang per kamp). Bukke har adgang til en laserskærer eller hvad sådan noget nu hedder, og ville kunne lave denne terning, vi behøver blot en lækker blank satan at skære i! Denne præmie ville virkelig også være værd at riske nogle seje spillere for at få!!!
7. Der er ikke fremsat nogen modifiers til Leap. Jeg mener godt man med rimelighed kunne indføre et -1 til Leaps med mindre man Leap'er hen over en pit. Ellers kan Leap godt blive en temmelig vild evne, når man kun spiller til et mål. Tematisk giver det vel også lidt mening.
Det var vidst hvad jeg lige kunne komme på lige nu.
In the grim darkness of the far future there is only... N'orr!
"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG
Offline
Jeg synes kaspers punkt 3 er rigtig fornuftigt! der er selvfølgelig en pointe i at flere har mulighed for at gribe bolden og det derfor bliver nemmere... dog er det svært nok og vi skal da se en masse wall bounce :-)
Jeg er også stadig positivt stemt over 3, 4-personers dungeon forudsat vi bliver 8 spillere.
Never tell me the odds! - Han Solo
Offline
Bliver der play test tirsdag eller hvordan?
In the grim darkness of the far future there is only... N'orr!
"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG
Offline
Pages: 1