Expanded rules and hobby ideas for the board game of dungeon fantasy football
There have been two official sets of Dungeonbowl rules published by Games Workshop: The original rules as included in the Dungeonbowl boxed expansion of 1989, and an update of the Dungeonbowl rules for the 3rd edition of Blood Bowl, published in White Dwarf Magazine in 1998.
A summary of these basic rules can be found below. All the rules presented on these pages have been written to function with the 1.2 version of the Blood Bowl Living Rulebook, but should work with little adaption for any version of the core Blood Bowl rules.
The essence around which Dungeonbowl as a Blood Bowl game variant revolves can be summed up relatively easily, since it is basically a method of setting up an alternative game board, and some very simple rules for how the players interact with the special features of this alternative board. These core rules are summarised below.
Setting up the Game
The first thing to do is for the players (or a GM) to set up the dungeon in any mutually agreeable fashion. It must contain one end zone per team, placed an appropriate distance apart, and at least six chests and six teleporters. The teleporters should be numbered so that you can select a random teleporter by rolling a die. The chests should either use double-sided tokens that show one of the chests to have the ball and the rest to explode, or you should randomly roll each time a chest is opened to see if it contains the ball.
When starting the game, each coach may set up up to six players in their own end zone. Do not roll on the Kick-Off Table when starting the game. Once per turn, a coach may activate one of his reserve players from the dug-out and teleport them into the dungeon and onto a randomly chosen teleporter. Alternate player turns following the normal Blood Bowl rules, and continue playing until one player scores a touchdown and wins the game.
Playing the Game
Chests: The aim of the game is to open the chests, find the one with the ball, and score by carrying the ball into an opposing team's end zone. Any adjacent player may open a chest at the cost of one square of movement. If the chest does not contain the ball, the chest explodes ad all adjacent players are knocked down. After a chest is opened, it is removed (and the non-exploding chest is replaced with the ball). An unopened chest counts as a square containing a prone player, and can be leaped over.
Teleporters: Teleportation happens automatically as soon as a player steps (or is pushed) onto a teleporter, after which they are instantly moved to one of the other teleporters in the dungeon as indicated by a dice roll. If the player rolls the number of the teleporter they are already on, they are lost in space. Players that are lost in space are unharmed, but are removed from play for the rest of the game. If they teleport onto a teleporter that already contains another player, that player is instantly re-teleported, and this chain must continue until all teleporting players have either landed on an unoccupied teleporter or are lost in space. If a player tries to teleport more than once during the same action, the player is automatically injured. (Stunned results place him in his team’s Reserves box.) Note that this can generally only ever happen if the coach forgets that the player has already teleported, since all movement during a player’s own activation is voluntary.
Passing: The ball may not be thrown to more than short pass range in the dungeon. Instead of throwing at a specific square, a player may choose to throw the ball into a wall in order to get it to bounce back at an angle. To do this, the player nominates a square next to a wall and makes a pass as normal. If the pass is accurate, the ball hits the nominated wall square, if it is inaccurate, it either hits the square to the left or right (roll a D6). Once the hit square is found, treat the ball as if it was thrown in by the crowd, as it bounces back 2D6 squares in a direction as indicated by the throw-in template. If the ball hits another wall before it has run out of squares, it ricochets in a 45 degree angle off the wall in the opposite direction that it came from, or directly back if it was directly aligned at a 90 degree angle. Once it has run out of movement, it stops and bounces once. Any player in the direct path of a bouncing ball may roll to catch it as if it was an inaccurate pass, and if the roll is failed, the ball stops at that player's square and bounces once.
The Magic Sponge: Once per game, each team involved in a Dungeonbowl game may move one player from the KO'd box to the Reserves box of their dugout.
Last updated in June 2017