Note: There are two messages here; the first describes the second to third edition conversions, and the second describes the boards and other components used for the game.

Date: Mon, 19 Feb 1996 22:04:35 +0500
From: scereghi@vt.edu
Subject:  [BBOWL-L]   DungeonBowl


Hi,

        My friends and I have done a little experiment with trying to
convert the DungeonBowl from the second ed to third.  The reason was that
while playing the second ed we found that dungeon bowl allowed different
teams to have a chance that was previously not there.  Here are some
suggestions if anyone else would like to try.

1)      Throw out the magic points and the circle stuff
2)      Cut winnings in half rounding down.  (special play cards still give
full amount).  This was done to reflect the fact that these games can't be
watched except on Wizard vision or whatever it was.  Thus the only winnings
are a cut of the WV royalites.
3)      Don't worry about the turn counter.  Most games we played lasted
about the length of a half.
4)      Leave all the special play cards in for the choosing.  We found that
while some cards can't be used it could be seen that only if the games are
shorter then the special play cards are more valuable and having some duds
helped.  Don't reveal duds to your opponent after all he might think you
have that ball burst or some thing.  Your half of the field is the geometric
half of the field that your endzone resides.
5)      If a ball burst or other special play card causes you to "kick-off"
again then leave the board setup, chest locations, teleports, doors, and
traps where they are.  Replace the chests that have been opened.  Any
revealed traps stay revealed.  But both teams can choose their starting six
the rest go into the dugout.  Remember that Lost in space ("popped") players
are still gone but you can roll for ko'd.
6)      We ruled that opening a chest was like a fouling action.  A player
could move upto their MA(include 1 to open the chest) and open a chest, but
this is the last action of a team's turn.  We did keep the rule that 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 at you.  Note, we
ruled that opening a chest is a turnover(afterall 5 of the 6 do knockdown
all adj players including 1 on the moving team).
7)      We ruled a door open the same except you can do it in a TZ
8)      Chests that blow knock over all adj player in their squares and
cause a armor roll.
9)      We kept the passing rules from the original except we considered
interception attempts to try and catch the ball after it hits a wall.
10)      We used the optional trap squares. (3 blank, 2 pit, 1 spiked pit)
We made it an AG check to get out of a pit with that being that persons only
action.  They had to stand up on the first turn, then crawl out on the
second.  We allowed modifiers of +1 for each friend, -1 for each foe.  There
has to be an open square for them to climb into.  If the check fails
(including natural 1s)  treats as if they just fell in from the play.
Spiked pits were modified, 1-2 hit spike 3-6 missed; if spike hit then roll
d6, 1-3 badly hurt 4-5 seriously injuried 6 dead.  Note, we allowed pit
traps to be placed anywhere in the dungeon including both endzones.  We
ruled that if you wanted to start with a person on a trap counter then place
all six starting people then reveal the pit and resolve before play starts.
11)     We allowed ball to scatter into the wall and treated like a pass
into the wall.  Some body next to a wall tries to grab it and slips out and
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.

I believe that was most everything.  If you have questions or comments I
would like to hear them.  If you don't have the dungeonbowl set and rules
maybe somebody can post them.  I might in a day or so, if there is a demand.
        We played numerous games and the underdog won about 40-50% of the
time.  This game is a lot of chance and luck.

        Steven Cereghino
        scereghi@vt.edu


Date: Wed, 21 Feb 1996 16:26:54 +0500
To: Andrew Cowell 
From: scereghi@vt.edu (Steven M. Cereghino)
Subject: Re: [BBOWL-L] DungeonBowl 

Here they are, enjoy.

        The game has a few components.  2 endzones (rectangular 8x12
squares, endzone two wide on a long edge), 6 board pieces (rectangular 8x12
squares, with various wall layoutsin them, 2 sets of trap counters (6, three
with nothing, 2 with a pit, 1 with spiked pit, the other side has a stone
floor picture), 6 teleport counters (numbered 1-6), 4 doors, 6 treasure
chests, and 6 treasure chest contents (6 small counters, 5 have explosion 1
has ball, can be replaced by using random number counters from BB and roll a
D6 before game for location).  The setup order is board setup one of six
possibilities(1-5 their, 6 players roll off and winner setup any legal
setup) all setups must be symmetric about a axis, next roll for offense
(roll off), threasure chests offense starts alternating(each player gets
three, one per board section (8x12 rectangle), but not allowed in endzones),
teleports offense starts alternating (3 each randomly, one per board
section, can put one in endzone including in endzone section of endzone
board piece (The way that many a weak team can score on the most dominant
teams)), doors offense starts alternating (2 each, only can be legally setup
with wall anchoring both sides), traps offense starts alternating (1 set
each, can't be placed on doors, teleports, chests), men in endzone section
(6 men, offense declares their line up, then defense, (I forgot about
assassin cards and such, they only can be used on players in dugout)).

        Now for some of the rules, Teleporting: one man teleports in from
dugout per turn, done by D6 and appears standing in teleporter #(diving
tackle may be used here if a man appears in teleporter next to a man with
diving tackle(ie possible TD stopper of teleport TD)) unless someone in
standing on that # in which cases reroll until # is free, once in play if
someone is moved either by their will or pushed back(including knock over
push backs) they roll D6 and go to that # reroll if occupied but the man is
lost in space (popped,pop) put man in KO box and a turnonver 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 popped with a man then
roll D6 and ball appears in that # if a player is there then they may
attempt to catch a inaccurate pass else it scatters one square from the
teleporter.
        Chests:  I described in previous email how to open one, when one is
opened mix available and pick a counter at random(or roll a die if using #
counters) if explosion(non ball #) remove and place all adj. men prone and
make armor rolls.
        Doors:  Start closed, player may move MA and open(counts as a MA),
but not continue; once open remains open until closed(same rules as opening)
        Passing and Scattering:  Only short and quick passes; can be thrown
at wall if thrown at wall roll for accuracy as normal is accurate it hits
that square if inaccurate roll D6 1-3 hits to left 4-6 hits to right once it
hits wall use throw in template and roll 2D6 for distance, then it richocets
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); I believe any other info is
discussed in the other email.
        Touchdowns:  Pretty Simple you play to one score.
        Push backs and walls:  The way that we ruled this was 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.  There could be other
ways of doing this, but this is what was decided on after discussing
possible solution.

        I think any other things have been discussed in previous email.  I
am going to attempt to describe the board pieces and setups below if you
have any furhter questions give me another message

        Steven Cereghino
        scereghi@vt.edu

SETUPS
endzone S,T(scoring location)
board pieces B(edges),#(inside)

Setup1
(halfsize)
         BBBBBB BBBBBB
         B####B B####B
         B####B B####B
    TSSS BBBBBB BBBBBB SSST
    TSSS BBBBBB BBBBBB SSST
    TSSS B####B B####B SSST
    TSSS B####B B####B SSST
    TSSS BBBBBB BBBBBB SSST
    TSSS BBBBBB BBBBBB SSST
         B####B B####B
         B####B B####B
         BBBBBB BBBBBB

Setup2
(halfsize)
         BBBBBB BBBBBB BBBBBB
    TSSS B####B B####B B####B SSST
    TSSS B####B B####B B####B SSST
    TSSS BBBBBB BBBBBB BBBBBB SSST
    TSSS BBBBBB BBBBBB BBBBBB SSST
    TSSS B####B B####B B####B SSST
    TSSS B####B B####B B####B SSST
         BBBBBB BBBBBB BBBBBB

Setup3
(halfsize)
BBBBBB BBBBBB BBBBBB TTTTTT
B####B B####B B####B SSSSSS
B####B B####B B####B SSSSSS
BBBBBB BBBBBB BBBBBB SSSSSS
SSSSSS BBBBBB BBBBBB BBBBBB
SSSSSS B####B B####B B####B
SSSSSS B####B B####B B####B
TTTTTT BBBBBB BBBBBB BBBBBB

Setup4
(halfsize)
TTTT TT
SSSS SS
SSSS SS
SSSS SS
BBBB BBBB BBBB BBBB BBBB BBBB
B##B B##B B##B B##B B##B B##B
B##B B##B B##B B##B B##B B##B
B##B B##B B##B B##B B##B B##B
B##B B##B B##B B##B B##B B##B
BBBB BBBB BBBB BBBB BBBB BBBB
                      SS SSSS
                      SS SSSS
                      SS SSSS
                      TT TTTT

Setup5
(halfsize)
TTTTTT
SSSSSS
SSSSSS
SSSSSS
BBBBBB
B####B
B####B
BBBBBB
BBBBBB BBBBBB BBBBBB BBBBBB
B####B B####B B####B B####B
B####B B####B B####B B####B
BBBBBB BBBBBB BBBBBB BBBBBB
                     BBBBBB
                     B####B
                     B####B
                     BBBBBB
                     SSSSSS
                     SSSSSS
                     SSSSSS
                     TTTTTT

Setup6
remember that anything that is symmetric is legal.
interesting things can happen if you setup with endzones touching (even more
when scoring ends of endzones are right next to one another)
The rules encourage experimentation once familar to the rules.

Board Pieces
Endzone
        TTTTTTTTTTTT
        TTTTTTTTTTTT
        SSSSSSSSSSSS
        SSSSSSSSSSSS
        SSSSSSSSSSSS
        SSSSSSSSSSSS
        SSSSSSSSSSSS
        SSSSSSSSSSSS
Rest of them
Wall #
Empty Floor (walkable) .
Piece1
        # # . . . . . . . . # #
        # # . . . . . . . . # #
        . . . . . . . . . . . .
        . . . . # # # # . . . .
        . . . . # # # # . . . .
        . . . . . . . . . . . .
        # # . . . . . . . . # #
        # # . . . . . . . . # #
Piece2
        # # # . . . . . . # # #
        # . . . . . . . . # # #
        . . . . . . . . . # # #
        . . . . . # . . . . . .
        . . . # # # # . . . . .
        # . . . . . # . . . . .
        # . . . . . . . . . . .
        # # # # . . . . # # # #
Piece3
        # # # # . . . . # # # #
        # . . . . . . . . . . #
        # . # . # . . # . # . #
        . . . . . . . . . . . .
        . . . . . . . . . . . .
        # . # . # . . # . # . #
        # . . . . . . . . . . #
        # # # # . . . . # # # #
Piece4
        . . . . . . . . # # . .
        # # # # . . . . # # . .
        # # # # . . . . # # . .
        . . . . . . . . . . . .
        . . . . . . . . # # # .
        . . . . . . . . # # # .
        . . . . . . . . # # # .
        # # # # . . . . . . . .
Piece5
        # # # # . . . . # # # #
        # . . . . . . . . . . #
        # . . . . . . . . . . #
        . . . . . . . . . . . .
        . . . . . . . . . . . .
        # . . . . . . . . . . #
        # . . . . . . . . . . #
        # # # # . . . . # # # #
Piece6
        . . . # . . . . . # # #
        . . . # . . . . . # . .
        . . . . . . . . . # . .
        # # . # # . # # # # . .
        . . . # . . . . . # . .
        . . . # . . . . . # . .
        . . . # . . . . . . . .
        . . . # . . . . # # # #

Remember that these are mixed and spun and randomized.

P.S.  Would you post this to the news group for me. thanks.