Dungeonbowl
Dungeon Set-Up:
You may set up the Dungeon anyway you like, useing the Warhammer Quest floor plans. The dungeon must inclued a two by four sdquare 'end zone' for each team. These are the last itemsd to be placed andf must be placed as far apart as possible. It is assumed there are no doors and all passageways are at least 2 squares wide.
Threasure Chest & Teleports: We have included six Treasure Chests and six Teleports. Rules for these are shown later. These 12 counters may be placed any where in the Dungeon. Threasure Chests must be placed at least 8 squares away from the end zone and 4 squares away from each other. Teleports may be placed anywhere.
The Players: Each coach places 6 players in his end zone at the Start of the Game. Further players will get teleported into the dungeon after the game has started.
Rules of Play:
Dungeonbowl uses standard Blood Bowl rules except when stated below. The first team to score a touchdown wins. The following rules are not used:
Kick Offs
Illegal Procedure Calls
Team Wizards
Teleporting:
When a player moves onto a teleport pad roll a D6. The player is teleported to the no. pad rolled. This costs 1 square of movement and they may carry on there move as normal. If they teleport twice in the same turn it is a huge strain on there body roll on the injury table to see what happens.
Chain Reaction:
If a player is teleported to a pad that is occupied, the player on that pad is teleported away in a chain reaction. Roll a D6 to see where he is teleported to.
Lost in Space: If you roll the same number as the pad the player is on then he is lost in space and drops the ball (which scatters from the pad). He will be returned to the team for the next match after being located by the Team Wizard.
Dug-Out Teleports:
Each teams 'dug-out' contains a special teleporter that can move a player from the Reserve Box to the Dungeon. A coach may teleport one player each turn.
Opening Treasure Chests:
At the start of the game the ball is hidden in a treasure chest. The other 5 chests are filled with an explosion spell. A player may open any chest next to him at the cost of 1 square of movement. Flip the counter over if it conatins the ball the player may pick it up as normal.
If it explodeds remove the chest. All players adjacent to the chest (inclueding the player who opened it) are knocked over and must make an armour save to avoid injury. This causes a turn over.
Throwing Underground:
The following special rules apply to throwing underground:
Throwing Restiriction:
Only quick and short passes may be used in dungeons. The ball cannot scatter into a wall or be thrown through a wall.
Bouncing Balls Off Walls:
The thrower may hurl the ball at the wall in the hope it bounces off in the right direction. To use this declare which wall the ball is thrown against. Roll to see is the ball is on target as normal. If the thrower misses roll a D6: 1-3 hits square to the right. 4-6 hits square to the left.
The ball then bounces off the wall as shown below. It will travel 2D6 squares in direction indicated. All players that the ball passes may attempt to catch it. It counts as an inaccurate pass.
Injured Players:
Injered players are placed in the dug-out as normal. A coach may choose to heal a KO'd or Stunned player and move them to the Reserve box instead of teleporting a player that turn.
Dungeon Terrain
Falling into Things:
Dungeons are full of things to fall into, pit traps, boiling lava and bottomless chasms. If a player falls (or is pushed) into one of these roll a D6.
1. Player has been killed
2-6. Player is seroiusly injured.
Note there is no armour roll required. If he was carring the ball it appears on a teleport pad.
In some dungeons traps are not so dangerouse, pits with no spikes, or a river of water rarther than lava. If a player falls into such a trap his in unharmed but removed from play.
Jumping over Things:
A palyer may jump over an obstable or trap. Each square jumped costs one square of movement. Roll a D6 after making a jump (-1 if in enermy tackle zone). If the score is less than the no. of sqaures jumped over the player falls in.
Precarious Positions:
If a player is next to a trap or in anther precarious position (i.e. on a rope bridge), they must roll a D6 before they make a block, or have a block thrown at them, and before attempting to throw, catch, intercept or pick-up the foot ball.
1. The player falls into the trap he is next to.
2-6. They player carries on with his turn.
Statues, Idols, Thrones and Fountains:
A player may not enter a square containg an object such as a Idol. The football may be thrown over such objects but on the roll of a 1 the ball his the object and scatters one square away.
Lurking Monsters:
You may wish to use monsters in Dungeonbowl. These are placed in one room of the dungeon and cannot leave that room. Rules for five such monsters are shown below:
| Name | MA | ST | AG | AV | Skills |
|---|---|---|---|---|---|
| Giant Spider | 7 | 3 | 4 | 8 | Jump Up, Foul Apperance |
| Giant Scorpion | 5 | 4 | 3 | 9 | Claws |
| Hydra | 4 | 4 | 3 | 8 | Regeneration, Stand Firm |
| Maticore | 6 | 5 | 3 | 8 | Razor Shap Claws |
| Dragon | 6 | 7 | 3 | 9 | Mighty blow, Razor shap claws, Stand firm, Prehehensile tail, Mutiple block. |