Base Rule Modifications and Additions

DUNGEONBOWL: ASTROGRANITE EDITION

Expanded rules and hobby ideas for the board game of dungeon fantasy football

Base Rule Modifications and Additions

The following section, as well as all the remaining sections of this rules guide, consists of additions and modifications to the core rules, which either are not required to play, or are suggestions for how to deal with various situations that may occur that the basic rules do not cover.

 

Player Actions

 

Blocking

To represent that in Dungeonbowl, the playing area is surrounded by hard stone walls everywhere, when a player knocks down and pushes back another player, if the push movement is prevented by every eligible push square being a wall, the blocking player may add +1 to either the armour or the injury roll for the block, which is cumulative with the Mighty Blow skill. This can be considered a ‘smashing into wall’ bonus.

 

Leaping

In normal Blood Bowl, leaping is something a player can only do if the have the Leap skill. In DB: AGE, leaping is a special action that any player can take while moving, once per activation.

 

When a player elects to leap, they must stop in a specific square, and then choose what square they wish to leap to from their current square. The chosen square must be at least two squares away from the current square, and the leap uses up a number of points of movement equal to the number of squares moved in total, where the movement path is defined as any path that leads from the starting square to the target square moving through the least possible amount of squares. The path from the starting square to the chosen square may pass through both occupied and unoccupied squares, and over chasms or obstacles. So a player can potentially leap to any square, provided the player has sufficient movement points left to move the full distance. The only restriction is that a player cannot leap through walls, or up onto an elevated platform. Also note that the magical effect of teleporters is only activated when you step on one, so a player can leap over a teleporter square without getting teleported away mid-leap.

 

Once the target square has been chosen, the player must roll to see if the leap is successful. The basic Leap roll is an AG roll that is modified by -1 for every square being leapt over in excess of one. This roll is not modified by opposing tackle zones on either the starting square or the target square.

 

If the roll is successful, assuming the target square is unoccupied, the leaping player lands on his feet in the target square. If the target square is occupied, the player lands on that square, but is knocked down and has to roll for scatter to see which unoccupied square they eventually end up knocked down in. If the square they landed on was occupied by a player, as opposed to an obstacle, then that player may be knocked down – see the Player Collisions section below.

 

If the roll is not successful, the player doesn’t make the distance. The unlucky player lands in one of the squares he was trying leap over – randomly determine which one if more than one – and is knocked down. If he lands on a square containing a player, see the Player Collisions section below for the possible consequences.

 

The Leap Skill: When using these rules, the Leap skill found in the Blood Bowl rulebook has to be modified slightly to take the new AGE rules options into account, although the AGE rules have been designed so the basic functionality of the Leap skill is exactly the same as when using it without using the expanded rules for leaping, as explained above. The new version of the skill is described on the New and Modified Skills page.

 

In the AGE rules, the Leap skill gives the player who has it a +1 modifier when making a Leap roll. Additionally, if the roll is failed, a player with the Leap skill will always end up one square further along the path of the leap than a player without the skill before getting knocked down. This means that when a Leap player leaps two squares, they will always end up in the square they were jumping to before they are knocked down (which is how the Leap skill normally works in BB). If they are leaping three or more squares, they will end up in the target square if they roll the furthest distance when randomly determining their landing point (since the last square before the target is extended by one, which means it hits the target).

 

Note: The rules for Leaping combined with the rules for Player Collisions below allows for a tactic not normally available - one player "body slamming" another player. This works by a player intentionally leaping into a square occupied by an opposing player, which has a good chance of knocking down the opposing player as per the Player Collision rules. This body slam then becomes a kind of pseudo-blitz move, since it combines a movement and an attack. The downside is that the slamming player is automatically knocked down and causes a turnover - though this can be potentially mitigated with the Acrobatics skill (see the New and Modified Skills page). Note that this skill will only save the player from being knocked down by the player collision, not if he fails his Leap roll. For full body slamming power, combine the skills Leap, Acrobatics and Sure Feet.

 

Pushing

As an optional rule that can be used in both Dungeonbowl and Blood Bowl, when a player being pushed (player 1) is pushed back into a square occupied by another player (player 2), roll a D6 to determine the outcome of the two players colliding.

 

  1. Player 1 is knocked down in the square he is in (if he wasn't already), player 2 remains standing and unmoved.
  2. Both players remain standing and unmoved.
  3. Both players are pushed back, and player 1 is knocked down (if he wasn't already).
  4. Both players are pushed back, and player 1 is knocked down (if he wasn't already).
  5. Both players are pushed back and knocked down (if they weren't already).
  6. Both players are pushed back, and player 2 is knocked down (if he wasn't already).

 

Modify this roll by the ST difference between the two players, so if player 1 has two less ST than player 2, the roll is made with a -2 modifier. Note that chain reactions are possible, where the previous player 2 becomes player 1 for a new player 2, and so on.

 

Dungeon Interactions

 

Teleporting

Because the result of a teleportation roll is not affected by any characteristics of the player being teleported, team re-rolls cannot be used to re-roll a teleportation roll. However, since a player being lost in space through a teleporter isn’t something that anyone else playing the game will typically notice, a player being lost in space through the use of a teleporter does not cause a turnover.

 

A standing or prone (not stunned) player may use his entire activation to teleport out of the dungeon and back into the Reserves box of his team's dug-out if he so wishes.

 

Ball Placement

Exactly what happens to the ball under various circumstances in the game can be a bit tricky to keep track of, and sometimes how to handle the ball is not specified in the printed DB rules. This is a selection of suggestions of what to do when weird things happen related to the ball.

 

  • The ball can never scatter into a wall. If it would do so, re-roll until an available square is located.
  • Unopened chests and obstacles are occupied squares, which means they are treated like a prone player for the purpose of balls scattering onto them.
  • When the ball carrier is lost in space, the ball simply bounces from the teleporter the player was on when he was lost.
  • If the ball scatters onto an unoccupied teleporter, it immediately teleports to a random teleporter, and bounces when it is either dropped or lands in an unoccupied teleporter (which may be the one it started in). The ball can thus never be stationary on an unoccupied teleporter square.
  • If the ball carrier falls into a pit, or the ball scatters into a pit, immediately scatter the ball from the pit square. The ball is magically protected and cannot fall into pits – it is just too messy otherwise.
  • If the ball ends up on a lava square, roll a D6 at the start of each player’s turn. On a 1-3, the ball stays in the lava square. On a 4-6, it teleports onto a random teleporter as described above.
  • If the ball carrier falls into a chasm, or the ball scatters into a chasm, the ball teleports onto a random teleporter as described above.
  • If the ball ever ends up in a location where it is not possible for any player on the board to reach it, for whatever reason, then teleport it onto a random teleporter as described above at the beginning of the next team turn.

 

Moving Chests

Any player with a ST of 3 or higher may either push a chest directly in front of him or drag a chest directly behind him at a cost of one additional point of movement per square. For example, pushing or dragging a chest two squares would cost four squares of movement.

 

Big Guy players with the Throw Team-Mate ability may choose to throw a chest instead of a team-mate, as if the chest had the Right Stuff skill. Treat the chest exactly like a team-mate, with the exception that whenever it is dropped or lands after being picked up, it bounces once, and then opens by itself on a roll of 4+. If a chest (or team-mate) is thrown at another player, see the Player Collisions section below. A chest counts as a normal player in terms of Weight Category.

 

If a player with the Always Hungry rule attempts to eat a chest, it automatically opens. If the chest contains the ball, the player gets a chance to catch it like a loose ball, resulting in a turnover if he drops it. If the chest explodes, the player is automatically injured (ouch).

 

Player Collisions

When playing Dungeonbowl using the full AGE rules, there are various ways that a player (or chest) can land on another player, including leaping, throwing, and falling off ledges. For this reason, the following supplementary rules are required to explain how exactly to handle these situations.

 

A player who is thrown, leaps, or falls into a square containing another player will automatically be knocked down, and then has to roll for scatter to see where they end up. To determine the fate of the player being landed on, consult the guidelines below.

 

All models in a dungeon belong to a Weight Category based on their model size and special rules. The categories are, from smallest to largest:

 

  • Titchy (models with the Titchy characteristic, e.g. Snotlings)
  • Stunty (models with the Stunty characteristic, e.g. Goblins, Halflings)
  • Normal (normal sized players, e.g. Orcs, Elves, Dwarfs, Humans, and chests)
  • Big Guy (models with ST 5 or higher and with a negative characteristic trait, e.g. Minotaurs and Trolls – not Mummies, Werewolves or Centaurs)
  • Huge (models that take up more than one square in the dungeon, e.g. particularly huge wandering monsters like Dragons and Manticores)

 

The results of a player landing on another player, as determined by their respective categories, are:

 

  • If a model lands on someone of a lower Weight Category, they will automatically knock them down.
  • If a model lands on someone of the same Weight Category as themselves, the impacted model will be knocked down on a D6 roll of 2+.
  • If a model lands on someone of a higher Weight Category than themselves, the impacted model will be knocked down on a D6 roll of 4+.
  • If a model lands on someone that is two or more Weight Categories bigger than themselves, the impacted model will never be knocked down.

 

When a player uses the Throw Team-mate skill to throw a player or chest into another player, the thrown player counts as being one Weight Category higher than they actually are. All knockdowns caused by falling or collision always require an armour roll to avoid injury.

 

Precarious Positions

When using the various rules found in the following pages that allow players to fall down into something of fall off somewhere, which includes the sections on Chasms, Elevated Platforms, and Traps in the Dungeon Features section, the following rule for precarious positions applies.

 

While a player is standing in an adjacent square to a chasm, an edge of an elevated platform, or a pit trap (no other type of trap), he is considered to be in a precarious position. While a player is in a precarious position, he is at risk of losing his balance when he is about to do one of the following things:

 

  • throw a block at an opponent
  • pass, catch, intercept, or pick up the football
  • throw a friendly player or chest

 

When one of these things are about to happen, and the acting player is next to one of the mentioned dungeon features, before any dice are rolled, the opposing coach may choose to invoke the precarious position rule and force the player to make a balance roll. The balance roll is passed on a 2+ on a D6, but on a roll of a 1, the player slips and falls into the closest square of whatever dungeon feature it is he is standing next to, with the effects described in the appropriate sections.

 

Because situations where it is relevant come up relatively rarely, the precarious position rule can be notoriously difficult to remember during the thick of the game, so it has been specifically written to be optional rather than mandatory. This means that coaches that have the mental resources to remember the rule on those occasions when it becomes relevant have the option of using the rule and taking advantage of it, but not remembering it is not a breach of the rules and does not cause an "illegal game state" so to speak.

 

Re-rolls

Working out which types of rolls can be re-rolled using Team Re-rolls or the Pro skill is not always easy in Dungeonbowl.

 

As a general rule, all rolls where the player affected by the roll is considered to have some degree of control over the outcome can be re-rolled. Examples include block rolls, dodge rolls, agility rolls, Go For It rolls, rolls to start or use secret weapons, acrobatics rolls, and balance rolls.

 

Rolls where the affected player has no effect on the outcome, or where there is no affected player, cannot be re-rolled. Examples include armour rolls, injury rolls, scatter rolls, teleport rolls, collision rolls, indirect pushing rolls, chasm rolls, monster rolls, and so on.

 

The only exceptions to this principle are the skills that specifically allow re-rolls of rolls that cannot normally be re-rolled, such as the Piling On skill.

 

 

Last updated in June 2017