Wandering Monsters

DUNGEONBOWL: ASTROGRANITE EDITION

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

Wandering Monsters

Wandering monsters are a special type of dungeon variable, which is a bit more involved than most variables and which therefore has its own rules section. If both players agree, and have a collection of suitable models to hand, you may wish to introduce wandering monsters to the dungeon as a new type of hazard that can actively harass the players in their desprate attempts to play a sports match without being eaten.

A number of sub-variables need to be decided upon before including monsters in games, which are described in detail below. Firstly, monsters are grouped into two different categories depending on how the are triggered to appear within the dungeon, and the coaches need to decide whether the dungeon may contain Lurking Monsters, Morphing Monsters, or both.

 

Lurking Monsters

 

Lurking Monsters are monstrous beasts that have made the dungeon their home, and who feel very protective of the chests they find there. When using this rule, the first time a specific chest has a player end his movement within four squares of it, roll a D6. A Wandering Monster appears in a random square adjacent to the chest being approached on a roll of 5+.

 

Morphing Monsters

 

A Morphing Monster is what happens when the wizards who furnish the dungeon decide that instead of putting in an exploding chest, they are going to cast a spell on a nasty monster of some kind to transform it into a chest. This makes the monster very angry, but fortunately the spell is broken when someone tries to open it. Fortunately for the monster that is, not for the someone who opens the chest.

 

When using this rule, whenever a chest would normally explode, you roll a D6. On a roll of 5+, instead of the chest exploding, it is replaced by a magical monster. The newly placed monster will interrupt the current activation and make a single block attack against the player that opened the chest, but after that, it reverts to normal activations (see Monster Activations below).

 

Once you have decided how the monsters will appear, you need to decide exactly what kind of monsters they are.

 

Monster Options

 

When a new monster appears in the dungeon, the exact nature of the beast should be randomly generated, based on mutual agreement of the players and whatever monster models they have available. The most straightforward way of introducing a monster is to use a spare big guy player, like a Minotaur, Ogre or Troll, or Undead Mummy. These monsters will then have the characteristics of a player of that type.

 

More interestingly, you may wish to use so-called "exotic" monsters as your Dungeonbowl critters, like Manticores, Wyverns or Hydras. If you want to use such monsters in Dungeonbowl, you should examine the models you have available and assign them stats as appropriate to their size and character. A selection of suggested profiles are given at the end of this section.

 

Once you know what monster options you have, either assign each monster a random number and roll a dice for when you need to select one, or simply select the meanest or coolest monster you've got if both coaches agree.

 

When the monster has appeared and has been placed on the table, you need to know how it activates and moves in the game.

 

Monster Activations and Combat

 

A monster's action phase comes at the end of the team's turn whose player opened the chest. Whatever the results of the monster's action, the action always counts as a Blitz. A monster will act as described below, in the following order of priorities.

 

  • A prone monster will stand up and end its activation.

 

  • If a monster is standing and has a negative trait such as Bone-Head, roll for this normally at the start of the monster's activation, and skip its activation completely it it fails the roll.

 

  • A standing monster which has not yet lost or ended its activation will move its full movement towards the nearest player, moving into special squares like lava, traps or teleporters and suffering the effects when applicable.

 

  • If a moving monster reaches a player, it will start attacking them, rolling randomly to select a target when more than one is available.

 

In order to attack, a monster must spend one point of movement, and spending a single point of movement will enable the monster to make all of its attacks. Monsters make their attacks in the order listed on their profile. If an attack knocks down or injures a player, the monster will continue attacking the next adjacent standing player with any remaining attacks. Monsters always follow up after pushbacks, if applicable. Read more about monster attacks in the section below.

 

  • Prone players are ignored by activating monsters, unless a prone player blocking the way for a monster to move directly towards the nearest standing player. In this case, the monster will foul the prone player once for each attack on its profile, adding its Piercing value (see below) to the AV roll for the foul in addition to the normal +1 for fouling. (Once again, pick a random player if multiple prone players are blocking the monster's way.) Monsters are never sent off by the referee for fouling, although that kinda goes without saying.

 

Note that other wandering monsters count as players for the purposes of monster activations, and it is entirely possible for two or more monsters to start battling each other if they become each others' closest enemies.

 

Since monsters do not actually play Dungeonbowl and have no interest in stopping anyone from scoring, monsters do not have a tackle zone, and being on nobody's side, monsters never receive either offensive or defensive assists.

 

Monsters can be Stunned normally, but if a monster is ever KO’d or worse, remove it permanently from the dungeon, as monsters have no dug-out. In a league game, removing a monster from the dungeon by injuring it earns the responsible player 2 SPPs. If the monster had ST 6 or higher, give the player +1D6 extra SPP as a heroic bonus. Note that a monster being removed from the dungeon does not mean it is slain - just bothered or stymied enough that it either chooses to retreat, or is teleported out by the attending wizards.

 

Monster Profiles and Attacks

 

A Dungeonbowl monster will have an attribute line in the same way as a player. If the monster is an exotic monster, it may also have special rules that allow it to make multiple attacks, and different types of attacks. There are two basic types of attack in the game: Block attacks and Slash attacks. .

 

  • Block attacks are worked out in the same way as Block attacks made by players, and involve comparing ST values and rolling Block dice.

 

  • Slash attacks are the attacks that are normally reserved to secret weapons like daggers and chainsaws. These attacks simply make an armour roll for the player being attacked, with the player suffering an injury roll if they fail and being unharmed if they pass.

 

Furthermore, there are two special types of slash attacks, as indicated below.

 

  • Poisoned Slash attacks are attacks where if the player would normally be Stunned as a result of the attack, they are KO'd instead.

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  • Petrifying Slash attacks are very deadly attacks, where if the victim fails their armour roll, they are automatically petrified and turned into an obstacle for the remainder of the game (see the Dungeon Features page). Replace the player with a statue model as a reminder if possible. Roll a D6 after the game - on a 1-5, the player is unpetrified and rejoins his team without injury, and on a 6 the player is permanently petrified, which means he is effectively dead and removed from the team roster.

 

Piercing

Monsters never have the Mighty Blow skill, they have a Piercing value instead. Piercing applies to both Block and Slash attacks as well as to fouls, and adds +1 per point of Piercing to the armour roll for all players that the monster attacks. Piercing also adds half of its points, rounding down, to the injury roll for each attack, so a Piercing 2 or 3 monster adds +1 to the injury roll, a Piercing 4 or 5 monster would add +2 to the injury roll, and so on. .

 

Base Sizes

If an exotic monster's base size is too big for one square, the monster may be designated as Huge, which means that it takes up 2x2 squares on the board instead of one, or Humongous, taking up 3x3 squares. Simply treat such monsters as four or nine players moving in unison around the dungeon. Such large monsters cannot pass through corridors too small for them, and will never move onto teleporters, traps, lava squares, etc.

 

Monsters and Neutral Players

 

If when playing a game, you have an additional person to hand who enjoys Dungeonbowl but isn't interested in playing a full team at this particular time, you may wish to have this neutral third party function as a monster GM, and take control of any monsters in the game rather than having them behave in a regulated fashion. With a player controlling them, the monsters can actually make decisions for themselves and you have someone to roll dice for them. The goal of a monster should always be to keep players away from the chests, stalk solitary players for prey, and keep themselves out of harm's way.

 

To make sure that the neutral player has something to do from the start of the game, you could say that instead of rolling randomly for a monster to make an appearance, a monster appears mysteriously from a teleporter on turn one. It will then stalk around the dungeon, and if it should be defeated by the players, a new and different (harder?) monster will teleport in again the turn after.

 

Monsterbowl!

 

The intention of this game variant is to have wandering monsters play a role that is closer to an additional team than just a wandering player hazard. The monsters can either be run on autopilot as per the normal rules or controlled by a neutral player.

 

At the start of the game, teleport in a monster to a random teleporter and scatter it once. However, unlike a normal monster, this monster (and any monsters that follow it) has a ravenous taste for Dungeonbowl balls. The monster can move around the dungeon and open chests in the same way as a player, and try to pick up any balls it finds. If it manages to successfully pick up a ball, it eats it, and a new ball is teleported onto a random teleporter and scatters once. Keep a track of the number of balls the monster eats, and if it manages to eat a total of three balls, the game ends in a monster victory and a loss for both Dungeonbowl teams.

 

Dragonbowl!

 

In this variant, instead of having a series of random monsters wandering the dungeon, place a large and impressive dragon in the approximate centre of the dungeon, making sure that it has enough space to move around.

 

Sample Monsters

 

The following JPG file gives a list of monster profiles that can be used with these rules, or serve as inspiration for if you want to make your own based on your own model collection.

 

 

See the Wandering Monsters Gallery for a selection of wandering monster miniatures built especially for the Astrogranite Edition rules.

 

 

Last updated in June 2017