The Rules of Dungeon Bowl

Simply put, a game of Dungeon Bowl is a c sS and thrilling affair, filled with all kinds of ma fue T3t has become synonymous with the gam xars; To make sense of all of the action, the gam i whiekP 'S ken down into a series of team Wr ' tjme- j in x5. eac coach will activate their players one gaui« । is Wfy' e rama and outright madness of reated in a manageable and controlled way-

Te«m turns

\<* the teams have been set up and the coin W\ determined which team has the first turn, the g s\ will alten!inUeS 'n a simP,e sequence of turns in w 1 nedf\

MOVEMENT

During their team turn, a number of actions allow a player to move throughout the dungeon when activated, as mentioned previously. Sometimes a player may even be moved involuntarily as a result of a block or another in-game effect. This section deals with how players are moved around the dungeon and how other players, particularly the opposition, can hinder their progress.

moving players

When a player moves, they may move a number of squares equal to their Movement Allowance (MA). A player may move in any direction: forwards, backwards, left, right and diagonally, into any adjacent, unoccupied square.

Moving players are not obliged to use their full -?WmeKt lowance and W ve zero squares should they wish. Players cannot move through the walls of the dungeon or impassable features.

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STANDING

A Prone player can do nothing // '-

A Prone player can stand up wher, tr e-y perform any action that includes moveme't

The only time a Prone player can stare , their team turn, at the start of their acti/atoStanding up costs a Prone player three their Movement Allowance.If a Prone Player with a Movement Allowance of less (before or after modification) wishes to st-rr roll a D6:- On a roll of 4+, the player is able to stand up, using their full Movement Allowance to do so.

  • On a roll of 1-3, the player is unable to right themselves. They remain Prone and their activaf ends. This does not cause a Turnover.

A Prone player with a Movement Allowance of 2 : less (before or after modification) may Rush after standing up.If a Prone player is not activated during their team turn, they will remain Prone until they are activated in a later turn.OCCUPIED SQUARES

' ''" ' a standing. Prone or Stunned player froTTthT team m a square, that square is said to be 'occupied sqTe The baU 'nt r 'hrU8h a" square. The ball can never come to rest

Standing playeT UnCCUpied square or is caught by a

PCjPiEDSQyAREs

square that is adjacenUt 'nt a"y unoccuP'ecl Payers can occupy a square qUare thV Ccupy- Only or a trapdoo 0"* the

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RUSHING 3

Whenever a player performs any action that includes movement, they may attempt to gain an extra one or two squares of Movement Allowance. This is called 'Rushing These extra squares of Movement Allowance may be used to move, to perform a Block action as part of a fr­action (see page 51), to Jump over a Prone or Stunned player (see page 37) and so on, just as if they were normal movement:

At the end of the player's movement, declare that. will Rush and move them one more square.

After the Rushing player has been moved, roll a

On a roll of 2 + , the Rushing player moves without mishap.

On a roll of 1 (before or after modification). Rushing player trips and Falls Over as deson Page 13.

If the Rushing player is still Standing after nce, they may attempt to Rush a second time the same process.

es

When a player is Rushing, the D6 roll cOf odge' any other rolls that may be required, be they Pick up the ball or anything else.

MARKED PLAYERS

AND DODGING

If an active player is being Marked, as described on page 12, by one or more opposition players, they must 'Dodge' in order to vacate the square they currently occupy and move safely into another, otherwise they will be tackled and will Fall Over in the square they wish to move into.

To Dodge, a player must test against their Agility as described on page 15. Declare that the player will Dodge from the square in which they are being Marked, and move them into any adjacent, unoccupied square:

  • The Agility test is made after the bodging player has been moved, Rushing first if necessary.

No matter how many players were Marking them, the dodging P'ayer is only required to make ne Agility test to Dodge.

If the dodging player is being Marked in the square they have 10ved into, apply a -1 modifier Per Player Marking them.

Note that if the player is Open into 6thqUare they have moved ,wXXdi,iers k d' However, there

asSki,lsa"d* y an opposition player.

?ners; --

' ' pen does not need

,rom square t0

y move "''thoffrethat is

nJ"8 Marked P , " playrs and 'Pidyerin ern in turn. The h7Cor,tinue stop moving 8"Sd««bM*e.

Once per team lum, ao highly., r a single Standing or Prone player on the active team may be activated to perform a Blitz action.

When a player Blitzes, they may move exactly as described in this section; standing up and dodging as

necessary, and they may attempt to gain extra squares of Movement Allowance by Rushing. In addition, they may perform a Block action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action) at any point before, during or after their movement. The only notable difference is that when a player Blitzes, performing a Block action (or a Special action granted by a Skill or Trait that can be performed instead of a Block action) costs the player one square of their Movement Allowance. When a player makes a Blitz action, they must nominate the target of the Block action before the player undertaking the Blitz action is moved.

Block actions and Blitz actions are covered in greater detail on page 51.

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piCiUNLy

moves into a s .are in which the ball is placed, they must attempt to pick it up. I This attempt to pick up the ball is made after any dice rolls required to Rush, Dodge or Jump into the square have been made, but before any other dice rolls are made.

To pick up the ball, a player must test against their Agility as described on page 15:

If the player is Open when attempting to pick up the ball, there are no modifiers to apply.

If the player is being Marked, apply a -1 modifierper player Marking them.

If a player attempts to pick up the ball and fails, the ball will bounce as described on page 11. Should this happen, a Turnover is caused, even if the bounce is caught by another player on the active team.

After successfully picking up the ball, the player may continue moving if they wish and if they are able.

Note that should a player ever be moved involuntarily j into a square in which the ball is placed, they cannot attempt to pick it up. Instead the ball will bounce, but no Turnover is caused.

PASSING THE BAU.

Hen in a game of Dungeon Bowl, players I will throw the ball to each other In order W to move it quickly around the labyrinth of corridors and rooms - after all, the ball travels faster when thrown than by a player running with it! Throwers endeavour to pass the ball safely to a team-mate, avoiding the walls and low ceilings of the dungeon, who is in a better position to run with the ball into the opposition I end zone room, or at least try to find it!

PASS ACTIONS

Once per team turn, a player on the active team may perform a Pass action in order to pass the bali to another square. This target square may be

occupied b a Standing. Prone or Stunned player (from either team) or it may be unoccupied.

A Pass action can be further defined as being a Quick oass' or a 'Short pass' based on the range as described opposite.

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MEASURE RANGE AND DECLARE TARGET SQUARE

Oner you IldVr d( IlV.ilcd ,i phyur

Hui they will perform u fMss action, /\<m w.

Io measure Ilie mope between the- pla/or wj any possible Lirgel squares whenever you wish, even Interrupting Ilie player's movement to do so.

MEASURING RANGE

Range is measured by placing the circle at the end of the range ruler over the centre of the square occupied by the player performing the action. The other end of the range ruler is positioned so that the ruler covers the target square, with the line along the centre of the range ruler passing through the centre of the target square. The

target square will fall into one of the four bands marked on the range ruler:

I: Quick pass//: Short passIll & IV: This is too far for a pass in the depths of the dungeon; the low ceilings won't allow the ball to gab enough height to be passed this far.

The player may move before performing the action fo lowng all of the normal movement rules, but once the pass has been resolved they may not move further and their activation comes to an end. The player performing the action does not need to be in possession of the ball when activated, they may pick the ball up as they move see page 38):

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Any squares that are in ranges III, IV, beyond the reach of the range ruler, or that are intersected by the end of the range ruler are out of range and cannot be the target square. If the line between two range bands intersects the target square, it is considered to fall within the higher range band. If it is not clear which range band the target square falls into, refer to the Passing Range shown below:

measure range and declare target square- 6 range ruler ,s used to measure the range to any ' Poswe target squares, before the targets quae chosen and declared. H' ''Ey.- The coach of the player

*' ZZ'Unless ,he *

to .htXTX ZZ v *able ,0*

« totera.pt. ,t PaKi '"S to 'Deflect'

RtSOLVf PASS ACTION-

' "".' mtertww*, " P'SS Was "er

O with, the pass itself is rasoivedi

D ? Ci A R E TA RG ET S Q UARE Z

After you have measured for range and you must indicate and declare which square y target square. The target square may be Zr tear'!1 Standing, Prone or Stunned player (from eit may be unoccupied.

II

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TEHIORALCURACY

he player performing the action now tests against their Passing Ability to see if the pass is 'accurate' 'inaccurate', 'wildly inaccurate' or is 'fumbled' A Passing Ability test is made as described on page 15 applying the following modifiers based on range:

INACCURATE PASSES

If the Passing Ability test is failed, the pass is inaccurate and the ball will scatter from the target square before landing.

What do you mean the lame ended yesterday? We've been scouring every meh of that dungeon for the Pt 24 hours in search of bail'"

I Bjorgen Ragebeard after being told n the Emerald Crusaders had found " hub and jcore£ f)e previous day.

PASSING INTERFERENCE

If the pass was not fumbled, a single player from the opposition team may be able to attempt to interfere with the pass, hoping to 'Deflect' the pass or, in some rare cases, to 'Intercept' the pass. To determine if any opposition players are able to attempt passing interference, place the range ruler so that the circle at the end is over the centre of the square occupied by the player performing the Pass action.

Position the other end so that the ruler covers the square in which the ball will land. Note that, depending upon the Passing Ability test, this may not be the target square!

To attempt to interfere with a pass, an opposition player must be:

A Standing player that has not lost their Tackle Zone (as described on page 12).Occupying a square that is between the square occupied by the player performing the Pass action and the square in which the ball will land.In a square that is at least partially beneath the range ruler when placed as described above.

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SUCCESSFUL PASSING INTERFERENCE

If the Agility test is passed, the player's attempt io interfere with the pass has been successful and the pass has been 'Deflected'. The pass is interrupted and the action immediately ends.

The player that made the Deflection must now attempt to convert that Deflection into an 'Interception'by catching the ball as described opposite. If they do, they have made an Interception. If the player fails to catch the ball, it will scatter from the square they occupy.

Following any successful passing interference, if the ball comes to rest on the ground in an empty square or in the possession of a player from the opposition team, a Turnover is caused. If, however, the ball is caught by a player on the active team after scattering, no Turnover is caused.

RESOLVE PASS ACTION

If the pass was neither successfully interfered with nor fumbled, the pass itself is now resolved. Where the ball lands is determined based on the result of the Passing Ability test as described previously. If the ball lands in a square occupied by a Standing player that has not lost their Tackle Zone, that player must attempt to catch it, as described opposite. If no player on the active team catches the ball after a Pass action and the ball comes to rest on the ground or in the possession of a player from the inactive team, a Turnover is caused.\

CATCHING THE BALL

T" here are many instances when the rulesF call upon a player to attempt to catch the ball. A player that is able to catch the ball must attempt to do so, even if their coach does not want that player to catch the ball!

To catch the ball, a player must test against their Agility as described on page 15, applying the following modifiers:

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THROWING THE BALL AT THE WALL

Sometimes a player will purposefully throw the ball at a wall in order to try to have it ricochet off into a far more advantageous position.

A player that declares a Pass action may also declare that they will bounce the ball off the wall instead of passing normally. Declare which wall square the ball is being thrown at, and test for accuracy as normal. This Pass may be interfered with as normal.

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Hand-off --

In addition to performing a Pass action, one team turn a player on the active team may \ a Hand-off action and simply hand the a landing team-mate in an adjacent square.

may move before performing the Hand-off aC ' once e tollowing all of the normal movement rules, action has been made and the ball hande o capnot ate, their activation comes to an end an jng the

move further. As with passing, the player per e

'"'and-off action does not need to be in PosS move when activated, they may pick it up as Page 38).

and there is Hand-off action is not a Pass action, j even a test required to perform the action i se aCtlon. Hayer with a PA of '-' may perform a ,& t0 be he Player performing the action simply me balk Possession of the ball. The player rece aS owever, must test against their AgiP'V Scribed above.

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If the test for accuracy is successful, the ball will ricochet from the target square. If the test is failed, roll a D6. On a 1-3 it hits the wall square to the right of the target square; on a 4+ it hits the wall square to the left of the target square.

The ball will then ricochet as shown in the diagrams below. It will then travel D6 squares in the direction indicated, and if not caught it will scatter once from the square where it ends up. If the ball hits another wall then it will ricochet off it. Any and all players that the ball passes over may attempt to catch the ball, in the order that the ball passes over them, counting as an inaccurate pass. Unless the ball is caught by a player on the active team, there will be a Turnover.

THROW TEAM-MATE ACTIONS

er learn turn, instead of performing a Pass action, a

the active team with the Throw Team-mate trait can attempt to o, U a team-mate with the Right Stuff trait as if they were a ball. The

nf Throw Team-mate action may be occupied or unoccupied ':Z ' X"rther defined as being a Quick ThroW or a Short d h k d nn the range - much like a Pass action. Unlike a Pass action. hoXer a Throw Team-mate action that is not fumbled win always scatter before landing.

If the player to be thrown is Standing, they can attempt to land safely after being thrown (see page 46). If they are Prone or Stunned, they can still be thrown but cannot land safely.

The player performing the action may move first following all of the normal movement rules, but must be in a square adjacent to the player they wish to throw when the throw is made; they cannot pick up and carry a team-mate before throwing them. Once the throw has been resolved, they may not move further and their activation comes to an end:

MEASURE RANCE AND DECLARE TARGET SQUARE: The range ruler may e used to determine the range between the throwing player and any possible scfuares' before the target square is chosen and declared. n T FOR QUALITY: The coach of the player performing the action rolls a to determine the quality of the throw.

d THROW: Where the thrown player lands, and how easily, pen s upon the quality of the throw. If the throw is fumbled, the thrown

Player is dropped and will bounce.

DEnan AND

***H "ISQUARE **

1 aCt'n' once *be player performing the Throw Team-

4 4 to measur een act*vated and the action declared, you are - squares whenever6 6 g6 between the Player and any possible target do so. U Wlsb, even interrupting the player's movement to

MEASURING RANGE

When throwing a team-mate, range is measured using the ral ing3 as described on page 40. Like when making a Pass action, w combin team-mate, only half of the range ruler is used - the low cei with the general heft of the player being thrown makes long 1 ba(1ds impossible. Therefore the target square will fall into one of t marked on the first half of the range ruler:

* I: Quick throw\ II: Short throw

or that are Any squares that are beyond the reach of the range ruler car-* intersected by the end of the range ruler are out of rane eCts the target square. If the line between the two range bands in । range square, the target square Is considered to be within the , refert0 If it Is not clear which range band the target square falls 1 Throw Range chart shown on page 45:

thro*5

tar

03'

DECLARE TARGET SQUARE

Once range has been measured and the player performing the action has completed their movement, the target square is declared. The target square must be in range and may be occupied or unoccupied.

Once the range has been measured and the target square declared, a Passing Ability test is made to determine if the throw is 'superb', 'successful', terrible' or is 'fumbled'. The player performing the action makes a Passing Ability test as described on page 15, applying the following modifiers based on range:

\< Ability test is passed, or if the roll is a ' 6, the throw is superb. After scattering, the player will find it easier to land.

  • SESS?!

** ' i* test is failed, the throw is still

rV'i/' ottering, the thrown player will find if

When a Throw Team-mate action is fumbled, the action is unsuccessful and the activation of the player performing it ends immediately. The player that was to be thrown is dropped and will bounce (as if they were a ball) from the square occupied by the player performing the action, after which they must attempt to land, as described on page 46.\

LANDING

f the thrown player was Standing and had not lost their Tackle Zone before they were thrown, -- and if the player lands in an unoccupied square, they will attempt to land safely. To land safely, the thrown player must pass an Agility test, applying the following modifiers:

If the Agility test is failed, the thrown player will land badly and is considered to have moved involuntarily. The thrown player will Fall Over, as described on page 13. If the thrown player was in possession of the ball, a Turnover is caused. Otherwise, no Turnover is caused.

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LANDING IN AN OCCUPIf JA 3.

The player occupying the square s' oc (an Armour roll and possible -.-;. roil s -ar­them even if they were already Prone or *--The thrown player will bounce as if they fe a from the square they land n arc a automatia Fall Over upon landing, as described on page 13Should the thrown player bounce into another occupied square, the above process is repeatec.Once the scatter has been resolved, the players: bounce (as if they were a ball) from the square they land in.

The player will automatically Fall Over after bounds and an Armour roll and possible Injury roll is made against them.

ffiNGTHEWALL

Should the thrown player scatter into one of the dungeon walls, they risk a serious injury. The player will suffer a Crash Landing as described above. Additionally, when making the Armour roll for a player that has hit the wall apply an additional +1 modifier to the roll.

I wouldn't go in that room if I was them; the College of Firs hasn't fed their Dragon in weeks in Preparation for this game!"

Dungeon Son'/ commentator Otto Ott watching the final moments ofr Goblin's

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block actions

When a Standing player is activated, they can immediately nominate a single Standing opposition player that they are currently Marking and declare that they will target them with a Slock action. Unlike other actions, there is no limit to how many players may perform a Block action each team turn.

If both players have the same Strength characteristic, after modification, one block dice is rolled.

If one player has a higher Strength characteristic, after modification, a pool of two block dice is rolled and the coach of the stronger player selects which result to apply.

If one player has a Strength characteristic that is more than double that of their opponent, after modification, a pool of three block dice is rolled and the coach of the stronger player selects which result to apply.

  • player performing a Block action cannot move or after, and Prone players cannot stand up and :rm a Block action. However, if the target of the action is 'pushed back' into another square, the ayer that made the action may 'follow-up' into the uare vacated, carried forward by the momentum of attack.

STRENGTH

Block acbon and nominated their target, the next thing to do is Io compare the Strength characteristic of both players, including any Strength modifiers granted by Skills or Traits or offered by 'assists' from team-mates (see page 48). If one player is stronger than the other, they are more likely to knock their opponent down:

  • Per team turn, a single player on the active team :ka 3 BlltZ action- A Blitz action combines a

Ur'n ' a Ove action. A Blitz action may be

V a Prone player.

* Page 4g?ns are reslved using special block dice '-' w many block dice are rolled and

' the result to apply is determined

' With th e player Performing the Block action

' the B( Strength of the player that is the

blocking

** t its most basic, a block is a very rough H tackle. The rules of Dungeon Bowl allow players to do almost anything to bring down an opponent, and provided weapons aren't used, the officials rarely make any distinction between a skilled tackle and a frenzied rain of pummelling blows that leave a player unconscious. This is part of the game's charm. After all, who wouldn't want to watch a violent, full contact blood sport that happens to include some ball related drama!**

ASSISTING A BLOCK

-- Slrength characteristic of the player that is performing the Block action, or o' : i, the Block action, can be modified by assists offered by team-mates that are in a posh or- ti two or more players can gang up on another. There are two types or assist ' * be c

and 'defensive'.

OFFENSIVE ASSISTS

An offensive assist is when another player on the active team, a team-mate of the player that is performing the Block action, is able to assist. To offer an offensive assist, a player must be Marking the opposition player that is the target of their team-mate's Block action.

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DEFENSIVE ASSISTS

A defensive assist is when another player on the mact team, a team-mate of the player that is the target of a Block action, is able to assist. To offer a defensive assist, a player must be Marking the opposition player that is performing the Block action against their team-mate.

A player cannot offer an offensive assist if they are being Marked by any opposition player other than the one that is the target of their team-mate's Block action. A player cannot offer an offensive assist if there is a wall directly in between the player and the target of their team-mate's Block action.

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A player cannot offer a defensive assist if they are being Marked by any opposition player other (han the one that is performing the Block action against their team­mate. A player cannot offer a defensive assist if there is a wall directly in between the player and the opposition player performing the Block action.

Each offensive assist counted modifies the Strength characteristic of the player performing the Block action by +1.

Each defensive assist counted modifies the Strength characteristic of the player that is the target of the Block action by +1.

The Push Back and POW! block dice results call for the target of a Block action to be 'pushed back'. A pushed back player is involuntarily moved one square away from the player performing the action. The pushed back player is moved into a square chosen by the coach of the player performing the action. The squares a pushed back player can be moved into will depend upon the direction from which the block came, as shown in the diagrams below-.

The square the pushed back player is moved into must be an unoccupied square. If this is not possible, the pushed back player will either be pushed into a wall (see opposite) or a chain-push will occur (see opposite). Note that only players can occupy a square, if a square contains only the ball, it is unoccupied and a pushed back player may be moved into it. If a pushed back player is moved into a square that contains the ball, the ball will bounce. A player cannot attempt to pick up the ball when pushed back.

If there are no unoccupied squares to move aTushw" back player into, the player is moved into a square occupied by another player, causing a 'chain-push'. When a player is chain-pushed, they are pushed back themselves exactly as described previously. The chain- pushed player is moved into a square chosen by the coach of the player performing the Block action. The squares a chain-pushed player can be moved into will depend upon the direction from which the push came, as shown in the diagrams previously. 1

A player can be chain-pushed even if they are Prone or Stunned. A chain-push can cause a player from either team to be moved and may result in a player being pushed into the wall.

PUSHED INTO A WALL--

If a player occupies a square adjace

they would be pushed back, an 'push6

they can be pushed into, the player

AMOUR AND INJURIES

There are many ways in which a Dungeon Bowl player can get injured. From being brutalised by an opposition player who is hell-bent on getting the ball, to tripping over one of the many hazards scattered around the dungeon. Dungeon Bowl is a game that provides almost limitless opportunity to get seriously hurt! Even death is an ever-present threat! Most Dungeon Bowl players proudly sport impressive scars, or teeth marks from whatever lurks within the depths of the dungeon...

RISKING INJURY

As described on page 13, whenever one player is Knocked Down by another, be it as the result of a B ock action or some other, more devious trick, they become Prone and risk injury. Likewise, whenever a player Falls Over, most often caused by failing an Agility rest when dodging, or tripping as they Rush across the cungeon. they become Prone and risk injury. When a P ayer is Knocked Down or Falls Over, the coach of the opposition team will make an Armour roll against that player.

' -cte that when a player is Placed Prone, perhaps 'a; ng wrestled an opponent to the ground, there is no injury and no Armour roll is made against them.

Armour rolls

by the coach of the opposition team If the Player s armour is 'broken', an Injury roll is made.

J ITIT' " not Protects them

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INJURY ROLLS

Whenever a player's armoui- roll is made against them. The coach of J opposition team rolls 2D6 and consults the table below.-

INJURY TABLE

2D6 RESULT

2-7 Stunned: The player immediately becomes

Stunned, as described on page 13, and is laid face-down in the dungeon.

KOd: The player is immediately removed from play and placed in the Knocked-out box of their team dugout.

Casualty!: The player becomes a casualty and is immediately removed from play and placed in the Casualty box of their team dugout.

The coach of the opposition team immediately makes a Casualty roll against the player, as described opposite.

STUNTY PLAYERS

Players with the Stunty trait (see page 73) are particularly small and fragile, meaning they are more prone to breaking when hit! If an Injury roll is ever made against a player with the Stunty trait, roll on this table instead:

stuntyinjurytable

206 RESULT

Stunned: The player immediately becomes Stunned, as described on page 13, and is laid face-down in the dungeon.

KO'd: The player is immediately removed from play and placed in the Knocked-out box of their team dugout.

Badly Hurt: The player becomes a and is immediately removed from play a' placed in the Casualty box of their teaf' dugout. No Casualty roll is made. I

a Badly Hurt result is automatically a against them. )ty

Casualty!: The player becomes a and is immediately removed from P placed in the Casualty box of their tealri I dugout. The coach of the obb03'0 a\l I immediately makes a Casualty ml the player, as described opposite

w m w henever a player becomes a casualty, a Casualty roll is made against them.

\W The coach of the opposition team rolls a D16 and consults the table below.

CHARACTERISTIC

D6 LASTINGINJURY REDUCTION

3aa

\P b' e

me

CASUALTY TABLE

D16 RESULT

1-6 Badly Hurt

7-9 Seriously Hurt 10-12 Serious Injury 13-14 Lasting Injury

15-16 DEAD

EFFECT

The player misses the rest of this game, but suffers no long term effect MNG

Nl and MNG Characteristic reduction and MNG This player is far too dead to play Dungeon Bowl!

MNG (MISS NEXT GAME) --

The player misses the rest of this game, but will nee more time to recuperate. In league play, the player is no available to play in the team's next game. Make a n0 e this on the Team Draft list. The team's CTV is reduce this player's current value until the end of the posg sequence of the team's next game (see page 6 * Player's absence leaves the team with fewer than players, they are replaced by a Journeyman p aye of the next game, as described on page 25.

z?

fer \

' C* oV /

FfNIGGUNG INJURE --

Make a note on the Team Draft list th a modjfier Picked up a Niggling Injury. There is a + iayer on the applied to all future rolls made agains

Casualty table per Niggling Injury they characteristic REDUfflN--T\< the player has one of their characteris 1 table, to determine which, roll a D6 on the o

stren-'

In the case of Movement Allowance case of characteristic is simply reduced by . raised by 11 gility or Passing Ability, the target num eck Injury, cr example, if a player with AG4 + SLI case of e characteristic would become AG5 + 1 ।

rmour Value, the target number is lower injury, r examp'e, h a player with AV9+ sUf ers characteristic would become AVH ।

** QjQt* It however, that no characteristic ca 14.

uce\<j below the minimum value shown


1-2 Head -1 Injury AV

3 Smashed -1 Knee MA

4 Bro hen -1 Arm PA

5 Neck -1 Injury AG

6 Dislocated -1 Shoulder ST


DEAD

This player is dead! Dead players are dismissed from the team during Step 1 of the post-game sequence, as described on page 57.

Magic sponge

f Ta player has been KO'd and placed in the Knocked out box, it may seem that there is no way for them to re-enter the game. n fact, in the early days of Dungeon Bowl this was the case, though it led to various complaints and criticisms from the Magisterium that the stars of their teams wouldn't get to shine in the game.

In response to this, the Colleges of Magic pooled their resources in order to develop the Magic Sponge - an all-purpose magical item designed to revive those players that may have been left seeing stars (or small birds) flying around their head!

/XU Dungeon Bowl teams are issued with a Magic Sponge at the start of a game. Once per team turn, a coach may use the Magic Sponge to treat a KO'd player in their Knocked-out box instead of teleporting a player into the dungeon. A player treated with the Magic Sponge is immediately moved from the Knocked-out box and into the Reserves box. The Magic Sponge cannot be used on players that are removed as a Casualty.

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KICKING THEM WHILE THEY'RE DOWN ouling is strictly against the rules of Dungeon Bowl, and any player tempted to stick the boot in risks the wrath of the referees. Not that this stops anyone of course! Many teams are renowned for being dirty and devious, and more than a few players have become renowned in the art of the foul. Of course, the referees aren't actually inside the dungeon (they don't have a death wish!); instead, they utilise a series of crystals placed throughout the dungeon, allowing them to see the action from every angle, and teleport those caught fouling out of the dungeon.**

s mentioned previously, once per team turn, a single player on the active team may commit a Foul action. When activated, the player nominates a single Prone or Stunned player on the opposition team to be the victim of the Foul. The player may move before committing the Foul, following all of the normal movement rules, but must be in a square adjacent to the player they wish to Foul when the action is made. Once the Foul has been committed, they may not move further and their activation comes to an end.

To commit a Foul, simply make an Armour (and possible Injury roll) against the nominated victim, Offensive and defensive assists are worked out before this Armour roll is made, exactly as when performing a Block action, as described on page 47. Rather than modifying Strength, these assists will modify the Armour roll:

Apply a +1 modifier to the Armour roll for each offensive assist.Apply a -1 modifier to the Armour roll for each defensive assist.BEING SENT-OFF

Regardless of the outcome, if a natural double is rolled (i.e., if two 2s are rolled before applying any modifiers) when making either the Armour roll or an Injury roll against the victim of the Foul action, the referee has seen a player committing a foul on one of the surfaces of the crystal balls in the referee's lounge that cannot be ignored. The player committing the Foul action is Sent-off. They are immediately teleported out of the dungeon, removed from play and must miss the rest of the game. When a player is Sent-off, a Turnover is caused.

e Outtalere!, The refereels . that the coach is no longer allowed to contig i the referee. For the remainder of this gan - ' may no longer Argue the Call and must apm J -1 *modifier when rolling for Brilliant Coach "/ Don't Core!''* The referee is not interest in your argument. The player is Sent-off a,h

Turnover caused. e

"We//, When You Put It Li he That- referee is swayed by your argument. tne is still caused, but the player that com. Foul is not Sent-off. Instead they am teleported back into the dungeon in manner as described on page 3--

OhDOWN!

jfhegame of Dungeon Bowl is won by scoring that all-important touchdown.

' The first team to retrieve the ball 1 and score with it, will win. True, there are I many, many teams that consider scoring the I touchdown secondary to committing acts of I violence, but even the most bloodthirsty of I teams will turn their attention to the ball once I the opposition has been satisfactorily dealt I with. Proof indeed that the basic premise of 1 the game is so simple that even an Orc can I understand it!

SCORING THE TOUCHDOWN

touchdown can be scored by any player, even U players that are not currently active themselves or Bthat belong to the inactive team. A touchdown isscored when-.

A Standing player in possession of the ball enters a square that is within the opposition team's End Zone without Falling Over or being Knocked Down.A Standing player picks up or catches the ball whilst occupying a square within the opposition team s End Zone.For example, a player that occupies a square wi m the opposition team's End Zone who catches the ba "Mediately score a touchdown. Alternatively, a play n possession of the ball may be chain-pushed into PPosition team's End Zone.

Note, however, that if a player is Placed rone'\ 'SOver or is Knocked Down whilst moving in o\ opposition's End Zone, no touchdown is scored. P\ be Standing for a touchdown to be score

As s

theteaL as a touchdown is scored, the game ends and scored is declared the winner!

fggggWYOUR OPPONENTSTURN ore a vf Cases a Player will find themselves able to Fr exarr J ''own during the opposition team's turn. into th' 3 P'ayer ho,ciing the ball could be pushed \lck e nd Zone but not Knocked Down by a

against them.

sand it"' and orks in the same way: the game * team that scored is declared the winner.

timelimits and

WINNING THE CAME

Sometimes you may wish to impose a time limit on your game. Perhaps you are playing in a tournament, during your lunch break, or want to squeeze a game in before you sit down for dinner.

When playing a game that has a time limit, if neither side has scored when the time limit is reached, make sure both coaches have had an equal number of turns. Then the team that has got the ball closer to their opposition's End Zone, regardless of which player is holding the ball (if any), is the winner. What this means is that players should count up the number of squares between the square the ball is in and their opponent's End Zone by the shortest route possible. The player that has the lowest number of squares between the ball and

the opposition team's End Zone is the winner. In the rare case that this is also the same, then the game is a draw - the teams were simply too well-matched to separate!

For Organised Play games, we would recommend a time limit of between 1 and half hours and 2 hours.

EXAMPLE: Jay and Rob have been playing a game of Dungeon Bowl with a 2 hour time limit. At the end of the 2 hour time limit, neither player has managed to score that all-important touchdown. After counting the number of squares between the ball, which is in the hands of Rob's Gnob/ar Lineman, and each player's End Zone, it is determined that the ball is 23 squares away from Jay's End Zone and only 14 squares away from Rob's End Zone. This means that Jay is the winner as the ball is closer to Rob's End Zone - even though Rob is in possession of the ball.