Can you guys give This a look over? Its a link to my leagues Dungeon Rules.
Any advice will be sweet
Dungeon Bowl House Rules
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- bouf
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- Wosret
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Seems ok
I think we might adapt our rules to incorporate the tick wall section of yours
We use slightly tweaked rules ourselves bases on the original Dungon bowl rules from Specialistgames.com. The rules were created for a special Degradation challenge in our league to determine who would advance to the pro league and who would degradade to the wussy league
The rules were designed when LRB 4.0 was still the norm
these are the tweaks
-The frog rule is in effect as explained later.
-A 5th player/the League Commish plays the Dungeon, the referee, turnmarkers etc.
-There are 12 chests on fixed locations en 10 teleport pads and 2 balls, one blue, one orange.
-Play time is 2x16 turns for 4 players without the one TD limit so normal play with TD's and Cas determining winner and lossers.
-There are 4 endzones, 2 blue, 2 orange
-Opening chests. Roll a D6 on a 6 there is a ball, on a 1 u are turned in to a frog, 2/5 explosion. With the first set of 12 chests there is a +1 to the D6 roll if there are less then 6 chest left in play and not all the balls have entered play, (a roll of 1 still turns u in to a frog). The last 2 chests automatically contain a ball if this is the first set of chests.
-If the last chest is used the chests are reset at their starting positions or as close as possible if the position is occupied.
-If both balls are in play the chests still work. So u roll a 6 u get a ball even if in posession of another player (a little mistake by the wizards creating the chests) roll a 1 u are a frog 2/5 the chest explodes.
-If u find a ball rol a D6 on a 123 u find the blue ball on a 456 u find the orange ball.
-The color of the ball determines the end zone where it needs to be scored.
-After a TD is scored that end zone is deactivated untill a TD is scored in the other endzone of the corresponding colour
-Fouling, if spotted by the ref u are turned in to a frog.
-Frogs can be turned back to normal by the following means; 1 a TD is scored, 2 they are spotted when fouling or 3 they roll a one when opening a chest
-The wall and ground rules from streetbowl are in effect. So armour roll +1 when falling on the ground, +1 when pushing someone in to the wall and does not fall over +2 when falling. The ball bounces twice.
and a litte rules clarification
-Chainpushing and teleporters in a corner.
If a teleporter is occupied and a pussback result is rolled wich lead to chainpushing then the player on the teleporter is pushed into the wall and not teleported and the player being pushed in to this player is teleported away.
-Teleporters only work when u move on to them or are pushed on to them. They dont work when u standup from prone on them or if someone is pushed in to u when standing on one and cant be pushed away.
-Teleporters use up +1 Ma yust as leaping they are after all 2 squares u move.
We play on this board
the red c's mark the position of the chests
And a link to our league rule on our forum (in dutch only)
I think we might adapt our rules to incorporate the tick wall section of yours
We use slightly tweaked rules ourselves bases on the original Dungon bowl rules from Specialistgames.com. The rules were created for a special Degradation challenge in our league to determine who would advance to the pro league and who would degradade to the wussy league
The rules were designed when LRB 4.0 was still the norm
these are the tweaks
-The frog rule is in effect as explained later.
-A 5th player/the League Commish plays the Dungeon, the referee, turnmarkers etc.
-There are 12 chests on fixed locations en 10 teleport pads and 2 balls, one blue, one orange.
-Play time is 2x16 turns for 4 players without the one TD limit so normal play with TD's and Cas determining winner and lossers.
-There are 4 endzones, 2 blue, 2 orange
-Opening chests. Roll a D6 on a 6 there is a ball, on a 1 u are turned in to a frog, 2/5 explosion. With the first set of 12 chests there is a +1 to the D6 roll if there are less then 6 chest left in play and not all the balls have entered play, (a roll of 1 still turns u in to a frog). The last 2 chests automatically contain a ball if this is the first set of chests.
-If the last chest is used the chests are reset at their starting positions or as close as possible if the position is occupied.
-If both balls are in play the chests still work. So u roll a 6 u get a ball even if in posession of another player (a little mistake by the wizards creating the chests) roll a 1 u are a frog 2/5 the chest explodes.
-If u find a ball rol a D6 on a 123 u find the blue ball on a 456 u find the orange ball.
-The color of the ball determines the end zone where it needs to be scored.
-After a TD is scored that end zone is deactivated untill a TD is scored in the other endzone of the corresponding colour
-Fouling, if spotted by the ref u are turned in to a frog.
-Frogs can be turned back to normal by the following means; 1 a TD is scored, 2 they are spotted when fouling or 3 they roll a one when opening a chest
-The wall and ground rules from streetbowl are in effect. So armour roll +1 when falling on the ground, +1 when pushing someone in to the wall and does not fall over +2 when falling. The ball bounces twice.
and a litte rules clarification
-Chainpushing and teleporters in a corner.
If a teleporter is occupied and a pussback result is rolled wich lead to chainpushing then the player on the teleporter is pushed into the wall and not teleported and the player being pushed in to this player is teleported away.
-Teleporters only work when u move on to them or are pushed on to them. They dont work when u standup from prone on them or if someone is pushed in to u when standing on one and cant be pushed away.
-Teleporters use up +1 Ma yust as leaping they are after all 2 squares u move.
We play on this board

the red c's mark the position of the chests
And a link to our league rule on our forum (in dutch only)
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- Mr. Zlurpee
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Thx but i can't take al the credit, part was done by cooperative thinking with all the players in our league.Xtreme wrote:Wosret I like your version of the DungeonBowl rules a lot. May have to save those for some day when I have time to make a dungeon board.
But their much fun and are now a permanent feature in our seasons finals.
Much fun playing with 4 players for 6+ hours and all the spectators giving "good" advice on what to do or don't.
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