New and Modified Skills

DUNGEONBOWL: ASTROGRANITE EDITION

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

AGE New and Modified Skills

Below is a list of the skills, traits and characteristics used in the AGE Dungeonbowl league. Those skills without an asterisk (*) function as described in the BB LRB 1.2. Those with an asterisk have been modified compared to the version found in the book. The modified skills are listed and described alphabetically after the list.

General Skills

 

Block

Brace*

Dauntless

Dirty Player

Distract*

Fend*

Frenzy

Leader

Pass Block

Pro

Shadowing

Sixth Sense*

Strip Ball

Sure Hands

Tackle

Wrestle*

Physical Traits

 

Big Hand

Claw*

Extra Arms

Foul Appearance

Horns

Prehensile Tail

Razor Sharp Talons*

Regeneration

Spikes*

Tentacles

Two Heads

Very Strong Legs*

Agility Skills

 

Acrobatics*

Catch

Cry Foul*

Diving Catch

Diving Tackle

Dodge

Evade*

Jump Up

Leap*

Lightning Reflexes*

Side Step

Sneaky*

Sprint

Sure Feet*

Racial Characteristics

 

Always Hungry

Bone-head*

Dense*

Really Stupid*

Right Stuff

Stunty

Take Root*

Throw Team-Mate

Titchy*

Wild Animal*

Passing Skills

 

Accurate

Dump-Off

Nerves of Steel

Pass

Safe Throw

Strong Arm

Tight Spiral*

Strength Skills

 

Break Tackle

Devour*

Grab*

Guard

Juggernaut*

Mighty Blow

Multiple Block*

Piling On*

Stand Firm

Thick Skull

List of New and Modified 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.

 

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 result in an armour roll and does not cause a turnover.

 

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.

 

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.)

 

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.

 

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.

 

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.

 

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 player may not follow up after the push.

 

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.

 

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.

 

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.

 

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.

 

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.

 

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.

 

Spikes (Physical Trait)

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

 

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.

 

Tight Spiral (Passing Skill)

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

 

Very Strong Legs (Physical Trait)

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

 

Wrestle (General Skill)

A player with this skill 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.

 

List of New and Modified Racial Characteristics

 

Racial characteristics differ from skills and traits in that they are inherent to a certain type of player, and can never be gained by any other player types through advancement.

 

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.

 

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.

 

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