Here are rules that we are using - sorry Galak no random monsters! Put these together from a number of sources on the web. Oh and made my own Boards using copied Warhammer Quest flor plans (my own WHQ), glue and cardboard - these are in line with the Boards shown on Galak's site:
1. Pick Board Set up (suggest random roll – there are 5 possibilities – if roll 6 offense picks). These set-ups are symmetrical with the End Zones at each end!
2. Toss coin for offense
3. Setup Dungeon (offense first then alternate)
a. Place Board (4 each), place end zones.
b. Place Treasure Chests (3 each) (numbers 1 to 6)
c. Place Teleport Pads (3 each) (numbers 7 to 12)
d. Place Doors (2 each) - closed
e. Place traps (6 each: 3 nothing, 2 pit, 1 spiked)
4. Hire Freebooters.
5. Work out the Cabal-vision buy rate (same as working out the Gate).
6. Work out the Handicap.
7. Roll on Handicap Table (reroll nulls eg any FF events, Smelling Salts)
8. Roll for Niggles.
9. Place 6 men in end zone section – offense first. NB select 6 men – if any have the following traits (or secret weapons) then check to see if you can set them up. If cannot set up pick alternates:-
a. Bone-Head (additional): Roll 1d6 before teleporting this player from the Reserves box. On a roll of a 1 this player may not teleport in this turn. You may not select another player to teleport in this turn.
b. Off For A Bite (Complete Change): Roll 1d6 before setting the player up at the start of the match. On a roll of 1-3 this player may not set up at the start of the match. You may select another player to setup. Roll 1d6 before teleporting this player from the Reserves box. On a roll of 1-3 this player may not teleport in this turn. You may not select another player to teleport in this turn.
c. Really Stupid (additional): Roll 1d6 before teleporting this player from the Reserves box. On a roll of 1-3 this player may not teleport in this turn. You may not select another player to teleport in this turn.
d. Regenerate (additional): Once player is injured, you must immediately roll to see if the player regenerates from the injury (player must have regenerate trait). 1-3 he continues to suffer the injury as normal (place the player prone in the Dead & Injured box). 4-6 move the player to the Reserves box. A player may only do this once per injury.
e. Take Root (Complete Change): Roll 1d6 before setting the player up at the start of the match. On a roll of 1-3 this player may not set up at the start of the match. You may select another player to set-up. Roll 1d6 before teleporting this player from the Reserves box. On a roll of 1-3 this player may not teleport in this turn. You may not select another player to teleport in this turn.
f. Secret Weapons. Make SW roll first (the entrance to the dungeon is narrow so ref can spot). If fail the player is sent off – place in D&I box ) at start can set up alternate). If teleporting in, cannot teleport another player this turn.
10. Offense first turn. Start with teleport. If has trait then check the above. If fail then cannot teleport in any player this turn.
· Teleporting:
o one man teleports in from dugout per turn (the teleport square is the first point of movement), done by rolling a D6 and appears standing in teleporter # unless someone in standing on that # in which causes reroll until # is free.
o Once in play if someone is moved onto a teleporter either by their will or pushed back (including knock over push backs) they roll D6 and go to that #. If you roll the # you are at, then you are lost in space. If the # you roll is occupied, then reroll until the # is unoccupied or you roll the original teleporter (in which case you are lost in space).
o If the player is lost in space (popped, pop), then put man in D&I box (treat as Sent Off) and a turnover occurs (he can't be used for rest of game, he has been lost in Time streams but will be found by next game), but the ball can't be lost in space. If the ball is popped with a player, then ball scatters from that teleport square.
11. Once turnover occurs or turn finishes, check all teleport squares. If any player on them they are teleported – order is team who has just played a turn first, followed by team who’s turn it is next.
· Chests:
o Opening a Chest:
§ A player can move up to their MA (include 1 to open the chest) and open a chest.
§ However, you can't be in a tackle zone and open a chest, representing the fact that you can't bend over and pry open a chest with someone jabbing/pulling at you.
o When a chest is opened roll a D6:
§ If ball number, then player has ball and all remaining chests explode. Make armour and injury rolls for any players next to the other chests.
§ If non ball number, then chest explodes. Remove that number and place all adjacent players prone and make armour rolls.
§ If number has already been removed, then re-roll until you roll a number that hasn't been removed.
· Doors:
o Start closed
o Opening a door:
§ A player can move up to their MA (include 1 to open the door) and open a door.
§ However, the player can't move any further after opening a door.
o Once opened, door remains open until closed (same rules as opening)
· Passing and Scattering:
o Only short and quick passes can be thrown.
o Ball can be thrown at wall.
§ Roll for accuracy as normal.
§ If accurate, then it hits that square.
§ If inaccurate, then roll D6: 1-3 hits to left, 4-6 hits to right.
§ Once it hits the wall use throw in template and roll 2D6 for distance. It ricochets on any walls after that, ie if it hit the wall straight on it goes back the way it came, if it hit at angle it continues at opposite angle of throw in template (90 deg off for any math/eng types) – no interceptions – final square can catch – if empty ball bounces
o If the ball scatters into the wall, then treat it like a pass into the wall – except goes 1d6 not 2d6.
§ Reasoning: Somebody next to a wall tries to grab it and it slips out of his hands. It bounces off the wall with a basketball like bounce. If you don't buy that say it is a side effect of the anti-"pop" magic on it.
· Touchdowns: You play to one score.
· Push backs and walls:
o If you get a push back result and the wall is the only location possible, then the blockee makes an AG check to remain standing in their square. – failure means POW in current square
· Trap Squares: (3 blank, 2 pit, 1 spiked pit)
o Armour and injury for pit.
o AG check to get out of a pit with that being that persons only action.
o They had to stand up on the first turn, then crawl out on the second.
o Modifiers of +1 for each friend, -1 for each foe.
o There has to be an open square for them to climb into.
o Spiked pits – roll armour and injury at +2/+2.
o Note pit traps cannot be placed in end zones. If you want to start with a person on a trap counter then place all six starting people then reveal the pit and resolve before play starts.
12. Team-mates can only be thrown at Quick distance (ceiling gets in the way!)
13. KO'd, Seriously Injured, and Dead players are immediately teleported to the appropriate dugout location.
14. Once per game, the team Apothecary may attempt to heal a player that has been teleported back due to an injury. The Apothecary must immediately do this, or the injury will be suffered as normal. In addition, the Apothecary can heal a player injured in a pit. However, they still need to make an AG roll etc to get out.
15. Each team is provided with a Magic Sponge. Once per turn, instead of teleporting a player into the dungeon, a coach may use the Magic Sponge on a player in the Knocked Out box. That player is immediately moved to the reserves box.
16. Players with the leap skill may jump over Pits that are only 1 square wide. Resolve this as a normal Leap skill roll. A failed leap roll means player falls into pit. You cannot leap over a player standing in a one square wide doorway.
17. Can only have a max of 11 (Big Guys teams –
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players active in the Dungeon at any one time. Thus cannot teleport player in until another player comes out.
18. Re-rolls – Cannot re-roll teleports nor chest openings.
19. Diagonal Squares half divided by wall. Where there are 2 diagonal squares with a wall along the side of one of the squares and touching a corner of the other square, you can block the opponent and if you wish - to move away you must dodge.
20. Moving Diagonal squares (as 19) – you cannot move diagonally since the wall stops the movement. Also means you cannot follow up on a block nor push back a player to a diagonal square.
21. End game sequence –
1. Work out each teams winnings – per table less 10k.
2. Allocate Star player points and roll on the Star Player Table (roll ageing too).
3. Roll on the Fan Factor Table.
4. Make any purchases.
5. Work out new Team Rating.