Dungeonbowl playtesting Q+A

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mrbrownesquire
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Dungeonbowl playtesting Q+A

Post by mrbrownesquire »

Hi all

Played a first game of dungeonbowl last week using the tiles I created and came up with a number of questions. We used the LRB5 rules modified by Lucifer: http://www.enos.ltd.uk/BBFiles.htm. I would appreciate people’s thoughts:

Rules queries

Can you block or assist a block from around a corner/pit edge even though diagonally you are next to them)? Also, can you get pushed back past a corner/pit edge?

Can you block somebody into a pit freely, or can this only be done if there are no alternative free squares (like blocking off the pitch)?

Must you teleport a player in from the dug-out before any other move?

Does teleporting in count as movement, i.e. can you block if you teleport in next to another player?

Given the ‘6 always succeeds rule’, can you jump as many squares as you like if you roll a six?

As you can jump over pits, can you jump over prone players causing a blockage in a passage?

Can you jump over a square, even if there is no obstacle – i.e. dodge avoidance.

Picking up the ball form the chest ends your move, but does it end your actions – can you still pass?

Must you still declare all actions at the start of your move, even before teleporting – i.e. declaring a pass on the off-chance the chest you are about to open has the ball in; declaring a blitz before you know where you are going to teleport in from the dug-out?

If you POW someone into the wall, do you roll armour for both the block and the push into the wall?

Can you pass to a teleport pad?

Does a teleport pad count as a free square to push into, or can it only be if there are no other options?

If you block somebody onto a teleport pad, do you still roll for armour – you don’t if you crowd push?

If a player is down/stunned on a teleport pad, does this block the teleport pad until they are chain-ported off?

Does a chain teleport of your own player and or other team members that lead to armour and injury rolls count as a turn-over?

Multi-player games

Are all tackle zone in effect always, or is it up to each coach to decide.

Are assists automatic or chosen by each coach

New rules suggestions

Targetted teleports - to modify the randomness of teleports and to speed up the game a little, you can specify which teleport pad you wwant a player to teleport to. On a 4+ they go to that pad, on a 1-3, they teleport randomly


Here is a link to the thread that has images of the tiles: viewtopic.php?t=24999

If anyone else wants to try using these tiles for a game, PM me and I will send you the files.

Tom

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Post by Podfrey »

Good work Mr Brown.

I'll keep abreast of the answers here (please can you update your original post to show Q & A :D ) and then re-revamp the rules accordingly.

Ideally I'd like to have two versions of the Dungeonbowl rules. The first would be for a strictly 2 player version which could be used to play a game of BB but in a Dungeon (and later to be used as the rules set for an all Dungeonbowl games tournament!) and a second version which deals with multiple teams, possibly the old Wizards teams, etc.

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Post by mrbrownesquire »

lucifer wrote:Good work Mr Brown.

I'll keep abreast of the answers here (please can you update your original post to show Q & A :D ) and then re-revamp the rules accordingly.

Ideally I'd like to have two versions of the Dungeonbowl rules. The first would be for a strictly 2 player version which could be used to play a game of BB but in a Dungeon (and later to be used as the rules set for an all Dungeonbowl games tournament!) and a second version which deals with multiple teams, possibly the old Wizards teams, etc.
We found using all 8 of my tiles too much for 4 players and condensed it to 6 tiles half way through. We also considered a second ball, more chests and more teleport pads.

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Re: Dungeonbowl playtesting Q+A

Post by Darkson »

None of these are "official" answers, they're just the way we play it (we normally have 2 or 3 big DBs a year (by big I mean 6+ players).
mrbrownesquire wrote:Rules queries

Can you block or assist a block from around a corner/pit edge even though diagonally you are next to them)? Also, can you get pushed back past a corner/pit edge?
As a matter of simplicity, we ruled yes.
Can you block somebody into a pit freely, or can this only be done if there are no alternative free squares (like blocking off the pitch)?
We used the "off the pitch" rule.
Must you teleport a player in from the dug-out before any other move?

We ruled yes (just in case someone left a player on a pad :lol: ).

Does teleporting in count as movement, i.e. can you block if you teleport in next to another player?
No.
Given the ‘6 always succeeds rule’, can you jump as many squares as you like if you roll a six?
Pass (as in never came up, but personally I'd put a limit on it of some sort).
As you can jump over pits, can you jump over prone players causing a blockage in a passage?
Yes.
Can you jump over a square, even if there is no obstacle – i.e. dodge avoidance.
We ruled no (Leap skill excepted as per normal).
Picking up the ball form the chest ends your move, but does it end your actions – can you still pass?
We ruled it just ended the move part of any action (though admittedly that was because we had 2 types of bombs in our dungeons - once that exploded as soon as you oppen the chest, and one that worked like the Bombadier skill).
Must you still declare all actions at the start of your move, even before teleporting – i.e. declaring a pass on the off-chance the chest you are about to open has the ball in; declaring a blitz before you know where you are going to teleport in from the dug-out?
We said yes, mainly because we found it funny for BGs to fail the negatrait roll and stay standing on the pad.
If you POW someone into the wall, do you roll armour for both the block and the push into the wall?
We just added +1 to the Block AV roll if POW'd into a wall.
Can you pass to a teleport pad?
Yes, but the ball doesn't teleport, and will automatically bounce from the teleport square on a successful bounce, even if there's a player there.
Does a teleport pad count as a free square to push into, or can it only be if there are no other options?
Free square.
If you block somebody onto a teleport pad, do you still roll for armour – you don’t if you crowd push?
Yes - again, we decided the more "bodies" on pads, the more fun it is.
If a player is down/stunned on a teleport pad, does this block the teleport pad until they are chain-ported off?
Yes.
Does a chain teleport of your own player and or other team members that lead to armour and injury rolls count as a turn-over?
Yes.
Multi-player games

Are all tackle zone in effect always, or is it up to each coach to decide.
We've played both ways, and found the "coach decide" method more fun (backstabbing potential etc.).
Are assists automatic or chosen by each coach
See above answer.

New rules suggestions
Targetted teleports - to modify the randomness of teleports and to speed up the game a little, you can specify which teleport pad you wwant a player to teleport to. On a 4+ they go to that pad, on a 1-3, they teleport randomly
No thanks - random all the way.


Hope that's of some help.



Edit - reworded the pass to teleport answer, as I used the wrong movement (should have been bounce, not scatter), and it read wrong.

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Post by mrbrownesquire »

Had a second game last night. Three players on four tiles. We ignored the 'connecting doorway' squares and just said that wherever square touched was open. This freed up movement and the game flowed alot better than the first time around.

A few more questions raised:

If a player starts his turn on a teleport pad, must he move off and back on to use it?

Should an inacurate pass be able to deviate past a corner - there is a line of sight to the target square, but after scattering for the inacurate pass the flight of the ball would have passed through a wall

Is throw team-mate allowed? Also, can an inacurately passed player end up scattering past a corner (as above)

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Post by Stout Youngblood »

Can you block or assist a block from around a corner/pit edge even though diagonally you are next to them)? Also, can you get pushed back past a corner/pit edge?
Yes, for the same reason stated above.
Can you block somebody into a pit freely, or can this only be done if there are no alternative free squares (like blocking off the pitch)?
We allow to push freely into a pit.
Must you teleport a player in from the dug-out before any other move?
Yes, teleport from the dug-out first if you have any players left in the dug-out.
Does teleporting in count as movement, i.e. can you block if you teleport in next to another player?
Teleporting counts as movement. We used to have teleporting from the dug-out as free but changed it for consistancy.
Given the ‘6 always succeeds rule’, can you jump as many squares as you like if you roll a six?

Nope, six squares max.
As you can jump over pits, can you jump over prone players causing a blockage in a passage?
Yes.
Can you jump over a square, even if there is no obstacle – i.e. dodge avoidance.
Only if you have the 'Leap' skill.
Picking up the ball form the chest ends your move, but does it end your actions – can you still pass?
Yes, you can still pass.
Must you still declare all actions at the start of your move, even before teleporting – i.e. declaring a pass on the off-chance the chest you are about to open has the ball in; declaring a blitz before you know where you are going to teleport in from the dug-out?
Yes, you have to declare your action.
If you POW someone into the wall, do you roll armour for both the block and the push into the wall?
Nope, just added +1 to the AV roll as in Streetbowl.
Can you pass to a teleport pad?
Yes and it would randomly teleport to another pad. If there isa player on the pad, if he catches the ball it won't teleport. If he drops the ball, it will scatter from his square without teleporting.
Does a teleport pad count as a free square to push into, or can it only be if there are no other options?
Free square to push into.
If you block somebody onto a teleport pad, do you still roll for armour – you don’t if you crowd push?
Yes. More fun that way.
If a player is down/stunned on a teleport pad, does this block the teleport pad until they are chain-ported off?
Yes
Does a chain teleport of your own player and or other team members that lead to armour and injury rolls count as a turn-over?
No, we ruled only if it is the ball carrier.

Multi-player games
Are all tackle zone in effect always, or is it up to each coach to decide.
Always in effect
Are assists automatic or chosen by each coach
No, it is up to the individual coaches

New rules suggestions
Targetted teleports - to modify the randomness of teleports and to speed up the game a little, you can specify which teleport pad you wwant a player to teleport to. On a 4+ they go to that pad, on a 1-3, they teleport randomly
Always Random
If a player starts his turn on a teleport pad, must he move off and back on to use it?
Yes, you must move off it to use it.
Should an inacurate pass be able to deviate past a corner - there is a line of sight to the target square, but after scattering for the inacurate pass the flight of the ball would have passed through a wall
Yes
Is throw team-mate allowed? Also, can an inacurately passed player end up scattering past a corner (as above)
Yes but only short passes (sort of an underhanded pass of the little fella). And yes, they can scatter past a corner if the opposite square is unoccupied.

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Post by fire olli »


Can you pass to a teleport pad?

Only if there is a receiver on the pad.
You can pass to an empty square in blood bowl so i don't see any difference. :?:

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Post by Stout Youngblood »

:oops: Was thinking of another game with teleport pads. I changed my answer.

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Post by mrbrownesquire »

Any thoughts on these questions:

If a player starts his turn on a teleport pad, must he move off and back on to use it?

Should an inacurate pass be able to deviate past a corner - there is a line of sight to the target square, but after scattering for the inacurate pass the flight of the ball would have passed through a wall

Is throw team-mate allowed? Also, can an inacurately passed player end up scattering past a corner (as above)

Tried a two-player game last night using two tiles. Worked well and was quick. We got two games in, both lasting around 45 min. One win for dark elves, one for undead.

We also used the rule of adding +1 to the armour roll if you POW a player into a wall.

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Post by Darkson »

mrbrownesquire wrote:If a player starts his turn on a teleport pad, must he move off and back on to use it?
We played yes.
Should an inacurate pass be able to deviate past a corner - there is a line of sight to the target square, but after scattering for the inacurate pass the flight of the ball would have passed through a wall
No - scatter from the nearest wall in that direction.
Is throw team-mate allowed? Also, can an inacurately passed player end up scattering past a corner (as above)
Yes. No (as above).
We also used the rule of adding +1 to the armour roll if you POW a player into a wall.
We do that.

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Post by mrbrownesquire »

lucifer wrote:Good work Mr Brown.

I'll keep abreast of the answers here (please can you update your original post to show Q & A :D ) and then re-revamp the rules accordingly.

Ideally I'd like to have two versions of the Dungeonbowl rules. The first would be for a strictly 2 player version which could be used to play a game of BB but in a Dungeon (and later to be used as the rules set for an all Dungeonbowl games tournament!) and a second version which deals with multiple teams, possibly the old Wizards teams, etc.
What format do you have the source file for the pdf? Would you like me to expand the document for you?

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Post by hoomin_erra »

bbfiles.htm is longer found. You moved them geoff?

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[url=http://www.createforum.com/teamscotlandbb/index.php?mforum=teamscotlandbb/]Scotland's BB Forum[/url]

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Post by mrbrownesquire »

hoomin_erra wrote:bbfiles.htm is longer found. You moved them geoff?
this link works: http://www.enos.ltd.uk/BBFiles.htm

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Post by hoomin_erra »

cheers bud

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Post by mrbrownesquire »

Does anybody have any thoughts about dungeonbowl league play. What with there only ever being one touchdown, SPP are alot harder to come by. Bashy teams still have the opportunity for SPP, but AG teams seem to lose out.

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