Complete Skill List

DUNGEONBOWL: ASTROGRANITE EDITION

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

Complete List of Dungeonbowl: AGE Skills and Traits

The following list is a collection of all the skills, traits and racial characteristics used for the Dungeonbowl: AGE league, for ease of reference. This includes unmodified skills, modified skills, and new skills. The list is ordered by skill category, with the categories being ordered as follows: General, Agility, Passing, Strength, Physical, Racial Characteristics.

 

Note that a trait is a special type of skill, but there are different ways to approach the concept. In the BB LRB 1.2, the rule is that traits are unavailable unless a player rolls a double on his advancement roll. If he rolls a double, he may either take a skill (not a trait) from a skill category he does not normally have access to, or he may take a trait from a category he has access to. In later versions of the BB rules, the concept of traits has been removed completely.

 

In the AGE league, we are currently running with something in the middle, saying that traits are available without having to roll a double for players with access to that skill category, but traits cannot be taken by players who do not normally have access to that skill category when they roll a double on their advancement roll. So traits are easy to take, but restricted to only players who have natural access to the skill category that the trait belongs to.

 

DB: AGE Complete Skill List

 

General Skills

 

Block (General Skill)

When this player is involved as either the attacker or defender in a block resulting in the Both Down block dice result, he is not knocked down.

 

Brace (General Skill)

When this player would be knocked down by an explosion (from a chest, trap or bomb), he is placed prone instead of being knocked down, which does not inflict an Armour roll and does not cause a turnover.

 

Dauntless (General Trait)

This skill can be used when the player attempts to block an opponent who is stronger than himself. When the skill is used, the coach of the Dauntless player rolls two dice and adds them together. If the total is greater than the opponent’s Strength value, then the Dauntless player’s Strength is counted as being equal to his opponent’s Strength when he makes the block, before any bonuses for skills and defensive or offensive assists are added. If the dice roll is less than or equal to the opponent’s Strength value, then the Dauntless player must use his normal Strength for the block.

 

Dirty Player (General Skill)

When this player commits a foul on an opposing player, add +2 to either the armour or the injury roll caused by the foul. The skill has no effect if the player is assisting a foul.

 

Distract (General Skill)

While in this player’s tackle zone, opposing players suffer an additional -1 penalty to any AG rolls and any rolls made for the following negative racial characteristics: Bone-head, Dense, Really Stupid, Take Root, and Wild Animal. Note that the penalty does not apply to Dodge rolls for players dodging out of this player's tackle zone, but does apply to players dodging into it.

 

Fend (General Skill)

When this player is pushed back by a block or other hostile attack, he may choose to use this skill. When Fend is used, the attacking play may not follow up after the push.

 

Frenzy (General Trait)

A player with Frenzy must always follow an opponent up if they push them back. In addition, if a frenzied player pushes back an opponent without knocking them over, then they must follow up the opponent and then throw another block at them, which is worked out using the normal rules. Frenzy is not used with secret weapon attacks or any other kind of attack other than a straightforward normal block on one opponent! Note that a frenzied player can now only throw ONE additional block per team turn, no matter what the result of the second block. Also note that if the second block pushes the opposing player back, the frenzied player must still follow up. If the frenzied player is taking a Blitz action and runs out of normal movement, he can stop attacking (i.e., he does not have to throw the additional block), although he can Go For It for it to throw the block if you want him to – assuming he still has Go For It squares left of course.

 

Leader (General Trait)

While a player with the Leader skill is on the field, his team gains a special Leader Team Re-roll. A team may only have a single Leader Re-roll no matter how many players with this skill are on the field, and the Re-roll can only be used once per half in the same way as a normal Re-roll. If all players with this skill are in the dug-out rather than on the field, the Leader Re-roll cannot be used.

 

Pass Block (General Skill)

A player with this skill is allowed to move three squares when the opposing coach announces that one of his players is going to pass the ball. This move is made out of sequence, after the range has been measured, but before any interception attempts have been made. However, the move may only be made if it allows the player to move into a position to attempt an interception, or to put the thrower or catcher in his tackle zone. The opposing coach is not allowed to change his mind about passing the ball after the player with this skill has made his move. The special move is free, and in no way affects the player’s ability to move in the following turn. Apart from this, however, the move is made using all of the normal rules, and the player does have to dodge in order to leave opposing players’ tackle zones.

 

Pro (General Skill)

Once per team turn, a player with Pro is allowed to re-roll any one dice roll he has made. However, before the re-roll may be made, his coach must roll a dice. On a roll of 4, 5 or 6 the re-roll may be made. On a roll of 1, 2 or 3 the original result stands and may not be re-rolled with a skill or Team Re-roll. A player cannot use this skill to re-roll an armour or injury roll.

 

Shadowing (General Skill)

The player may use this skill when an opposing player moves out of his tackle zone. Each coach rolls a dice and adds their own player’s movement allowance to the score. If the shadowing player’s coach manages to equal or beat the other coach’s score, then he may move his player into the square vacated by the opposing player. He does not have to make any Dodge rolls when he makes this move, and it has no effect on his own movement in his own team turn. If the Shadowing player’s coach rolls less than the other coach’s score then his player is left standing. A player may make any number of shadowing moves per turn. If a player has left the tackle zone of several players that have the Shadowing skill, then only one of the opposing players may attempt to shadow him.

 

Sixth Sense (General Skill)

When this player steps onto a teleporter during his activation, or teleports into the dungeon from his dug-out, he may roll two dice and choose which result will be used for the teleportation.

 

Strip Ball (General Skill)

A player with this skill forces any opposing player that he pushes back to drop the ball in the square that they are pushed to, even if the opposing player is not knocked over.

 

Sure Hands (General Skill)

A player with the Sure Hands skill is allowed to re-roll the dice if he fails to pick up the ball. In addition, the Strip Ball skill will not work against a player with this skill.

 

Tackle (General Skill)

Opposing players who are standing in this player’s tackle zone are not allowed to use their Dodge skill if they attempt to dodge out of the player’s tackle zone, nor may they use their Dodge skill if the player throws a block at them.

 

Wrestle (General Skill)

A player with Wrestle may choose to activate this skill whenever he is involved in a block that results in the Both Down block dice result. Instead of both players being knocked down, both players are placed prone, which does not inflict Armour rolls or cause a turnover, and which is not prevented by having the Block skill.

 

Agility Skills

 

Acrobatics (Agility Skill)

When this player would be knocked down either 1) by falling, being pushed, or moving off an elevated platform, 2) by colliding with another player, or 3) by both combined, the player may make an unmodified AG roll. If the roll is successful, the player is not knocked down or injured by the fall or collision, though his activation ends if the player was in the middle of an activation.

 

Catch (Agility Skill)

A player with the Catch skill is allowed to re-roll the dice if he fails to catch the ball, fails to receive a hand-off, or fails to make an interception.

 

Cry Foul (Agility Skill)

A player with this skill may choose to Cry Foul instead of making a block. The player is placed prone. If the player is next to a standing opposing player as he goes prone, he may target the opposing player with a complaint to the ref. Roll a D6: On a 1, nothing happens, and on a 2+, the target player is considered to have committed a minor infraction. This follows the normal infraction rules, including transfer of the eye of the ref. (If the eye of the ref was already on his team, the target player is sent off on a D6 roll of a 6.)

 

Diving Catch (Agility Skill)

The player may use this skill if the ball was thrown to him and missed. It allows the player to move one square after the ball has scattered. This move is made after the ball has scattered, but before it hits the ground or can be caught. No Dodge roll is required to make this move. If the move takes the player into the square that the ball is in then he is allowed to try and catch it. Although a player using a Diving Catch ends up on the ground for a moment, because this is a controlled fall he will not be injured and he will almost instantly regain his feet. Therefore the player is not knocked over when he uses the skill.

 

Diving Tackle (Agility Skill)

The player may use this skill after an opposing player attempts to dodge out of his tackle zone. Place the player using this skill prone in the square vacated by the dodging player, but do not make an armour or injury roll for them. The opposing player must then subtract -2 from his dodge roll for leaving the player’s tackle zone. If a player is attempting to leave the tackle zone of several players that have the Diving Tackle skill, then only one of the opposing players may make a diving tackle.

 

Dodge (Agility Skill)

Once per turn, a player with the Dodge skill is allowed to re-roll the dice if he fails to dodge out of an opposing player’s tackle zone. In addition, a player with this skill is not knocked down, only pushed back, if he is the victim of the Block dice result showing the explosion with the exclamation mark inside.

 

Evade (Agility Trait)

When this player is injured by a foul, reduce the injury by one level, meaning that a Stunned result counts as no effect, a KO result counts as Stunned, and a Casualty result counts as KO.

 

Jump Up (Agility Trait)

A player with this skill may stand up for free at the start of any action; he does not have to pay three squares of movement. This means that the player can take a Block action even when he is prone, because he can stand up for free at the start of the action.

 

Leap (Agility Skill)

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 before being knocked down. (See the Rules Modifications page for the modified Leaping rules in AGE.)

 

Lightning Reflexes (Agility Skill)

When this player opens a chest or activates a trap square during his activation, he may move one square in any direction before the chest token or trap token is revealed and the effects activated, if he has enough movement to do so.

 

Side Step (Agility Skill)

The coach of a player with this skill may choose which square the player is moved to when he is pushed back, rather than the opposing coach. Furthermore, the coach may choose to move the player to any adjacent square, not just the three squares shown on the Push Back diagram. The player may not use this skill if there are no open squares on the field adjacent to this player. Note that the coach may choose which square the player is moved to even if the player is knocked over after the push back.

 

Sneaky (Agility Skill)

When this player commits a rules infraction, the eye of the ref always counts as being on the other team. Additionally, the player is never sent off after fouling if the fouled player was not injured by the foul.

 

Sprint (Agility Skill)

This player may Go For It an additional square, for a total of three squares.

 

Sure Feet (Agility Skill)

Once per turn, a player with this skill may re-roll a failed Go For It roll, Leap roll, Landing roll, or Acrobatics roll.

 

Passing Skills

 

Accurate (Passing Skill)

This player gets +1 to any rolls to pass the ball or throw a team-mate/chest.

 

Dump-Off (Passing Skill)

This skill allows the player to make a Quick Pass when an opposing player declares that he will throw a block at him, allowing the player to get rid of the ball before he is hit. Work out the pass using the normal rules before the opposing player makes his block. The normal throwing rules apply, except that neither team’s turn ends as a result of the throw, whatever it may be. After the throw is worked out, your opponent completes

the block, and then carries on with his turn.

 

Nerves of Steel (Passing Skill)

The player may ignore the -1 dice modifier for enemy tackle zones when he attempts to pass or catch the ball.

 

Pass (Passing Skill)

This player may re-roll the dice if he fails a passing roll.

 

Safe Throw (Passing Skill)

If a ball thrown by this player is intercepted by an opposing player, roll a D6. On a 2+, the interception is cancelled and the pass continues as normal. (The intercepting player gains no SPP for the interception.)

 

Strong Arm (Passing Trait)

When this player passes the ball, the range band measured is considered to be reduced by one, to a minimum of a Quick Pass.

 

Tight Spiral (Passing Trait)

If the player with this skill succeeds in making an accurate pass to a square containing a friendly player, the roll for that friendly player to catch the ball is made with an additional +2 modifier (for a total of +3).

 

Strength Skills

 

Break Tackle (Strength Skill)

Once per turn, this player may use his Strength score instead of his Agility score when making a Dodge roll.

 

Devour (Strength Skill)

This skill may only be given to a player with the Always Hungry racial characteristic. Instead of making a block, this player may attempt to eat an opposing adjacent target player with the Right Stuff characteristic. When making a Devour attack, the target player must make an AG roll with no tackle zone modifications. If the roll succeeds, the attack has no effect, and if the roll is failed, the player is grabbed. Roll a D6, and on the roll of a 6, the grabbed target is eaten and dies horribly. On a 1-5, the target squirms free, but is knocked down by the fall and must make an armour roll to avoid injury. Roll for scatter from the attacking player’s square to see where the squirming target ends up.

 

Grab (Strength Skill)

A player with Grab may choose to push back a player he has just blocked into any empty square adjacent to that player. When a player with Grab blocks a player with Side Step, the two skills cancel each other out. A player with Grab may never be given the skill Frenzy or vice versa.

 

Guard (Strength Skill)

This player's assists are never cancelled by being in another player's tackle zone.

 

Juggernaut (Strength Skill)

When this player takes a Blitz action, he may activate the Juggernaut skill. While this skill is activated, whenever this player performs a block, he ignores the skills Fend, Stand Firm and Wrestle on opposing players, and the Both Down block result is changed to the Pushed Back block result.

 

Mighty Blow (Strength Skill)

When this player knocks over an opposing player with a block, you may add +1 to either the armour roll or the injury roll for the opposing player. This skill has no effect on fouls.

 

Multiple Block (Strength Skill)

This player is allowed to block two or more opposing players at the same time. The opposing players must be next to the player making the block and next to each other. The target players' Strength scores are added together and all suffer the effects of the block equally. Both sides may use assists normally. If his opponents are pushed back, the blocking player may not follow up.

 

Piling On (Strength Skill)

When this player knocks over an opposing player with a block, he may choose to go prone. If he does, you may re-roll either the armour roll or the injury roll for the opposing player.

 

Stand Firm (Strength Trait)

A player with this skill is never pushed back as the result of a block. He may completely ignore Pushed Back results, and Knocked Down results always knock the player over in the square

where he started. In addition, the player does not fall over if he fails a Dodge roll. Although the player stays on his feet, he must return to his starting square. His action ends and he may do nothing else that turn. A turnover, however, does not take place.

 

Thick Skull (Strength Skill)

Roll a dice if the player is KO’d. On a roll of 4 or more the player shakes off the effects of the injury and it is treated as a ‘Stunned’ result instead. The player may remain on the playing field and is placed face-down. On a roll of 3 or less the player is placed in the KO’d Players box in the Dugout as normal.

 

Physical Traits

 

These traits may only be given to players with access to PH skills, never to any other kind of player.

 

Big Hand (Physical Trait)

A player with this trait will always pick up the ball on an unmodified 2+ on a D6.

 

Claw (Physical Trait)

A player with this trait may use a piercing slash attack on opposing players in place of a block. Make an amour roll with a +1 modifier for a player targeted by this slash attack, and make an injury roll for the player if the armour roll fails.

 

Extra Arms (Physical Trait)

A player with this trait may add +1 to all his Catch rolls.

 

Foul Appearance (Physical Trait)

The player’s appearance is so horrible that any opposing player within three squares of him must subtract -1 from the dice when they pass or catch the ball. In addition, any opposing player that

wants to block the player must first roll a dice and score 2 or more. If the opposing player rolls a 1 he is too revolted to make the block and it is wasted (though the opposing team does not suffer a turnover).

 

Horns (Physical Trait)

A player with horns may use them to butt an opponent. This adds +1 to the player’s Strength when he makes a block. However, the player may only use this ability as part of a Blitz, and only if he has moved at least one square before he makes the block (standing up at the start of your action does not count!). If the player has the Frenzy trait, then the horns bonus applies on the second block as if it applied on the first.

 

Hypnotic Gaze (Physical Trait)

This player may use the Hypnotic Gaze ability at the beginning of his activation, in addition to anything else the action allows him to do. At the beginning of his activation, choose one opposing player in an adjacent square. Roll a dice: if the score is greater than the victim’s Agility, then the victim is hypnotised and loses their tackle zone for the rest of the team turn. If the score of the dice is less than or equal to the opponent’s Agility then the hypnotic gaze has no effect A roll of 1 always fails and a roll of 6 always succeeds.

 

Prehensile Tail (Physical Trait)

Opposing players must subtract -1 from the dice roll if they attempt to dodge out of this player’s tackle zone.

 

Razor Sharp Talons (Physical Trait)

Once per game, when this player inflicts a Stunned result on an opposing player with a block, he may change the result to a KO'd result.

 

Regeneration (Physical Trait)

If this player is removed from play as a casualty, roll a D6. On a 4+, he regenerates, and is placed in the reserves box of the dug-out instead of rolling on the serious injury table for him. Note that effects that bypass the serious injury table and kill a player outright (like falling into a chasm or being eaten) cannot be regenerated.

 

Spikes (Physical Trait)

When an opponent blocks a player with this trait, count the blocking player's Strength as one lower.

 

Tentacles (Physical Trait)

This player may attempt to use this trait when an opposing player attempts to dodge or leap out of his tackle zone. Each coach rolls a D6 and adds their player’s ST value to the score. If the result for the tentacled player is higher than the result of the moving player, then the moving player is held firm and

may not leave the square or attempt to move any further. If a player attempts to leave the tackle zone of several players that have the Tentacles ability, then only one of the opposing players may attempt to grab him with the tentacles.

 

Two Heads (Physical Trait)

A player with this trait gets +1 to all his Dodge rolls.

 

Very Strong Legs (Physical Trait)

A player with this trait gets +1 to all his Leap rolls and Intercept rolls.

 

Racial Characteristics

 

These traits are only found on player types that have them inherently, and they can never be given to any other player type.

 

Always Hungry (Racial Characteristic)

Should this player ever use the Throw Team-Mate ability, roll a D6 after he picks up the player to be thrown, but before he throws them. On a roll of a 1, he attempts to eat the unfortunate player! Roll the D6 again, a second 1 means that he successfully scoffs the other player down, with obviously

fatal results for the latter. On a roll of 2-6 the player squirms free and is knocked down (causing an armour roll) in a location determined by the scatter dice. The team does not suffer a turnover unless the thrown player had the ball. If the throwing player eats a thrown player who is carrying the ball, the ball will scatter once from the throwing player’s square. If the thrown player squirms free with the ball, he will drop it once he hits the ground and it will bounce as usual.

 

Bone-head (Racial Characteristic)

A player with this ability must roll a D6 before taking any action. On a roll of a 1, the player goes stupid. A stupid player loses both his action and his tackle zone until the beginning of his next activation. If the stupid player began his activation prone, he stands up before losing his action and tackle zone.

 

Dense (Racial Characteristic)

A player with this ability must roll a D6 before taking a Blitz, Pass or Hand-Off action (so the player can Move or Block without having to roll). On a roll of a 1, the player goes stupid. A stupid player loses both his action and his tackle zone until the beginning of his next activation. If the stupid player began his activation prone, he stands up before losing his action and tackle zone.

 

Really Stupid (Racial Characteristic)

A player with this ability must roll a D6 before taking any action. If the player is adjacent to a standing friendly player who is not also Really Stupid when making the roll, add +2 to the roll. On a roll of 1-3, the player goes stupid. A stupid player loses both his action and his tackle zone until the beginning of his next activation. If the stupid player began his activation prone, he stands up before losing his action and tackle zone.

 

Right Stuff (Racial Characteristic)

This player may be thrown by a player with the Throw Team-Mate characteristic.

 

Stunty (Racial Characteristic)

This player may ignore any enemy tackle zones on the square he is moving to when he makes a Dodge roll (ie, they always end up with a +1 Dodge roll modifier). This ability does not apply if the player is armed with a secret weapon (such as a pogo stick or chainsaw), as the weapon slows the little fellow down and makes him easier to grab. Stunty players must increase the range by one category when they make a pass. In addition, the opposing coach may add +1 whenever he makes an injury roll against a Stunty player in addition to any other modifiers that might apply.

 

Take Root (Racial Characteristic)

A player with this ability must roll a D6 before taking any action. On the roll of a 1, if the player is standing, he becomes rooted. While rooted, the player has a tackle zone and may take actions as normal, but his MA is reduced to 0 and he may not Go For It. Keep rolling a D6 before the player takes his action while the player is rooted, and on a roll of another 1, the player stops being rooted. If a rooted player is knocked down for any reason, he stops being rooted. If the player rolls a 1 while he is prone, he does not become rooted, but automatically fails his attempt to stand up this turn.

 

Titchy (Racial Characteristic)

A Titchy player adds an additional +1 to all his Dodge rolls (for a total of +2) and ignores modifiers for moving into opponents’ tackle zones when making Dodge rolls. Titchy players must increase the range band by two categories whenever they attempt a Pass action. If a Titchy player is injured, the opposing coach may add +2 to the injury roll in addition to any other modifiers. There is no -1 modifier for dodging into a Titchy player’s tackle zone. If a coach sets up at least two Titchy players for a Kick-Off and has more Titchy players in reserve, he may set up an additional D3 Titchy players on the field after both coaches have completed their setup.

 

Throw Team-Mate (Racial Characteristic)

This player may throw a friendly player with the Right Stuff characteristic.

 

Wild Animal (Racial Characteristic)

If a player with this ability begins his activation adjacent to a standing friendly player, roll a D6 before taking an action with the player with this ability. On the roll of a 1, the player goes wild. A wild player must use his activation to take a Block action and block the standing friendly player (choose a random target if more than one option), ignoring any assists. If the wild player began his activation prone, he stands up, then loses the rest of his activation as he snarls at his team-mate.

 

 

 

Last updated in June 2017