Colleges and Race Selection

DUNGEONBOWL: ASTROGRANITE EDITION

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

Dungeonbowl Colleges and Race Selection

In the historical Dungeonbowl background, each College sponsored exactly one team, and that team was made up of players from one to three specific races.

 

The AGE rules have taken this basic principle and expanded on it, working with an idea that it is possible for each College to sponsor many different teams in many different leagues and tournaments. The purpose is to allow Dungeonbowl coaches to make up and design their own teams, using races and combinations not possible using the historical approach, while still restricting each College to certain types of races to keep the feeling that each College is different in character.

 

The list below indicates which races are associated with which college under the Astrogranite Edition rules. See the Basic Team Building Rules page for rules on how to create a team using the college race list.

 

  • Amber College Races: Dark Elves, Orcs, Skaven, Beastmen, Minotaurs

 

  • Amethyst College Races: Skaven, Goblins, Snotlings, Fimir, Minotaurs

 

  • Bright College Races: Dwarfs, Humans, Norse, Lizardmen, Kroxigor

 

  • Celestial College Races: Light Elves, Grey Elves, Common Elves, Dryads, Treemen

 

  • Dark College Races: Skeletons, Zombies, Dark Elves, Chaos Humans, Trolls

 

  • Gold College Races: Orcs, Snotlings, Chaos Dwarfs, Hobgoblins, Ogres

 

  • Grey College Races: Humans, Snotlings, Chaos Humans, Beastmen, Ogres

 

  • Jade College Races: Orcs, Goblins, Snotlings, Hobgoblins, Trolls

 

  • Light College Races: Dwarfs, Halflings, Norse, Humans, Werewolves

 

  • Rainbow College Races: Light Elves, Halflings, Humans, Amazons, Slann

 

 

The race at the end of each list written in cursive is a special race, which can only be chosen as the tertiary race for a team (note that the Rainbow College has no special race). The other races are listed in no rules-significant order, with historical tradition as the main factor indicating which races are listed first (the races towards the end of the list tend to be newer additions).

 

When it came to deciding what races should go with each College in the lists above, the top priorities for AGE have been as follows.

 

  • All previously GW published race combinations must be allowed.
  • Each College should have a coherent character (savage, refined, good, evil, etc.).
  • As many different races as deemed feasible should be represented.

 

For example, it would have been nice to have Grey Elves or Common Elves available to the Rainbow College, but to add them would have meant to remove either Amazons or Slann, both of which are not found in any other College, so diversity wins.

 

Although it goes without saying, you do not need to follow the AGE College race lists above in your own league if you disagree with the race selection. Feel free to modify the lists as you see fit.

 

For the full list of race and player characteristics and costs, see the Races and Player Options page.

The Great Wheel of Magic

 

The concept of Dungeonbowl was spawned from disagreements among the different Colleges of Magic about which of the colours was the most powerful.

 

Although the debate will never be settled, as no colour has the final upper hand, the cyclical flow of the Great Wheel of Magic does have an effect on Dungeonbowl play - an effect that can be auspicious or detrimental depending on the teams playing.

 

The Great Wheel of Magic is based on the idea that each college is associated with a magical colour, and each colour is both inferior and superior to two other colours. This is illustrated in the Great Wheel, as shown to the right (click on the image for a larger version).

 

When playing a game of Dungeonbowl, simply consult the Great Wheel to see if the teams playing against each other are adjacent to each other in the Wheel of Magic. If they are, the superior team gains one additional Team Re-roll for the match.

The only teams that fall outside of this system are the two colleges at the hub of the Wheel, the Dark

Wizards and the Rainbow Wizards. When a Rainbow College team plays a Dark College team, both teams gain two additional Team Re-rolls for the match.

 

If two teams of the same college play against each other, both teams lose one Team Re-roll for the match.

 

All Team Re-roll modifications based on the Great Wheel of Magic are non-cumulative, so if a Bright team plays against two Amber teams, they only gain a single Re-roll, not two (and both Amber teams would lose a Re-roll). If a Bright team plays against an Amber team and an Amethyst team, the Bright team would end up gaining or losing no Re-rolls (the two opponents cancel each other out), the Amethyst team would gain one Re-roll, and the Amber team would lose one Re-roll.

 

It is easy to forget about this rule when setting up for a game, so consider the Wheel of Magic to be an option that any of the coaches involved in a game have the option of invoking if they wish (and their opponents cannot refuse), but which is not mandatory to use if all coaches either forget or aren't interested in using the rules.

 

Last updated in June 2017