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 CowellFrom: 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.