For use in the Lubbock League as of December 1, 2004
Originally, DungeonBowl was played in an actual dungeon. The teams, starting in opposite ends of an underground complex, would search for a football hidden in one of several chests, then attempt to carry the ball through the catacombs to their opponent's "endzone" and score. For the sake of simplicity after the collapse of the NAF, the DungeonBowl evolved into a regular BloodBowl game played on a standard pitch in an underground stadium. After many years, however, fans and players alike began to miss the mystery and excitement (not to mention the carnage) of the original "dungeon" matches. Bowing to pressure from the general public, the Colleges of Magic have now returned the tournament to it's original format. Classic DungeonBowl is reborn...
Classic DungeonBowl in the Lubbock League is played using Jervis Johnson's original "DungeonBowl" Rules, with a few modifications and additions to bring it up-to-date with current BloodBowl regulations and make it a little more interesting. Also included here are instructions for playing DungeonBowl using the Lokers pbembb tool.
The History of DungeonBowl (by Jervis Johnson): "There are many variations of BloodBowl played in the Old World, but possibly the strangest is DungeonBowl. Deep beneath the surface, two teams of highly skilled psychopaths stalk around a dungeon in order to settle an argument that has kept wizards at loggerheads for years. For many decades spellcasters have disputed which of their magical colleges is the most powerful. DungeonBowl is their attempt to settle the matter without involving the general population – who usually come off rather badly when wizards have a disagreement. Anyway, a few wizards got tired of all-night arguments about which college was the most powerful, and being keen BloodBowl fans, suggested that each college should set up a team and settle the matter amicably on the BloodBowl field. Of course, being wizards they couldn’t just play BloodBowl normally, that would be far to mundane, no, they decided to play the game in a magically constructed underground labyrinth. To make things even more interesting (and because this is a dungeon after all) the ball is hidden in one of six treasure chests – the other five chests being booby-trapped with a (usually) non-lethal explosive spell! The first team to find the ball and get it to the opposing team’s endzone wins the match. Last, but by no means least, to allow more freedom of movement in the dungeon, half a dozen ‘teleporter pads’ are scattered about, which allow players to magically ‘zap’ from one place to another – the fact that the players occasionally got lost in the warp just adds to the fun!"
DungeonBowl Teams: The Colleges of Magic originally built and trained teams themselves, but this eventually proved to be far too costly and time consuming. Instead, the Colleges of Magic now choose established BloodBowl teams to represent them in the tournament. Any BloodBowl team created using the standard team construction guidelines from the Living RuleBook (plus Lubbock League Team Lists and House Rules for Allies and/or Secret Weapons) may be used in the DungeonBowl. Star Players may also be Freebooted for single matches in the DungeonBowl, as usual. Note, however, that Wizards (including Dwarf Runesmiths and Halfling Master Chefs) may NOT be used during the DungeonBowl, so spending money on them is rather pointless...
Sponsorship Play-Offs: The teams that play for the DungeonBowl Cup each represent one of the twelve Colleges of Magic. Being sponsored by a College of Magic is the only way to gain entry into the DungeonBowl. Each year, the Colleges of Magic follow the performance of the BloodBowl teams most closely alligned with their particular magical philosophies and disciplines. As time for the DungeonBowl approaches, each College sends out invitations to their favorite affiliated teams to participate in a sponsorship play-off. Those teams that accept must then play against each other in a single-elimination play-off bracket, with the winner being given the right to represent that College in the DungeonBowl Tournament.
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The DungeonBowl Tournament: Once each College of Magic has selected a team to enter (via the sponsorship play-offs), the actual DungeonBowl competition begins. The DungeonBowl is a single-elimination tournament bracket, with the pairings determined by Team Rating each round. When any team loses a match, it is out of the tournament. The winner of the Final Match is given the DungeonBowl Cup, and the College that sponsored them gains final authority in any disputes amoung the Colleges for the next year.
Rules of Play
The Dungeon: The first requirement for a DungeonBowl match is a dungeon. If you already have one handy (there are several examples usable with the Lokers pbem tool at the bottom of this page), then you're all set. If not, you'll need to build your own. Dungeons can be sketched out on paper, built using pre-printed floorplans (see Jervis' original rules for some examples of these), or even modeled in 3D with cardboard or similar materials. Whatever the media chosen, dungeon construction must follow a few simple guidelines. The dungeon must have an 'endzone' for each team consisting of 8 contiguous squares (usually a 2 square by 4 square area, but any 8 squares will work, as long as they are all together). These endzones must be placed as far apart as possible. All corridors and dorway openings (all doors have been removed) must be at least 2 squares wide. Dungeon building can be done as a joint effort by all coaches involved, but the size should be limited to no larger than 400 squares total (about the size of a standard BloodBowl pitch) to make game play reasonable.
      After the dungeon is complete, the treasure chest and teleporter counters must be placed. The six chest counters should all have a picture of a chest on one side; the reverse side of five of them will show explosions while the sixth one depicts the ball (see Jervis' original materials for examples). The teleporter counters are single-sided and numbered from 1 to 6. After the chest tokens are shuffled (chest-side up), coaches take turns placing them in the dungeon. Chests can be placed in any square at least 8 squares away from any endzone, and at least 4 squares away from any other chest. This refers to squares of 'movement', so placing a chest on the opposite side of a wall from another chest (only 2 "squares" away) is legal, as long as it would take a player at least 4 squares of normal movement to run from one chest to the other. When the chests are placed, coaches then alternate placing the teleporters in any square they like (even in an endzone). The dungeon is then ready for use.
Pre-Game Considerations: Most of the Pre-Game Sequence for DungeonBowl matches is the same as any standard game of BloodBowl, with a few minor exceptions. No Handicap measures are taken (the team strengths will be balanced using another method, described below) and no roll is made for the Weather (dungeon conditions are always "Nice: Perfect BloodBowl Weather", unless some meteorologically inclined wizard enchants them otherwise). Though no fans will actually be in attendance (except for a privilaged few in V.I.P. observation booths), the Gate is still rolled to determine how many loyal BloodBowl enthusiasts will be subscribing to the "Pay-Per-View" airing on Cabal-Vision, which is what will generate the teams' winnings after the match. Niggling Injury rolls are made as usual, and a coin tossed to see which team will get to go first.
Equalizing the Teams: Rather than using standard Handicaps in the DungeonBowl, the Colleges of Magic instead balance the relative strengths of the two teams before the match begins. This is done by assigning each team a "Dungeon Value", or D.V.
      The D.V. for a team is VERY similar to it's Team Rating, and is calculated in almost the exact same way, but the D.V. only takes into account those factors which can actually be used in the DungeonBowl match. First, add up the cost of all of the players who CAN PLAY in the match, plus the cost of the team's Rerolls and Apothecary (if applicable). Do NOT include the cost of players missing the match due to an injury in their last game or players who failed their Niggling Injury roll for this match. Divide this total "usable" cost by 10,000 to determine a "base" D.V., the same as when calculating a Team Rating. Next, total the Star Player Points of all players participating in the match (again ignoring those of players who won't be going into the dungeon, for whatever reason). Divide this SPP total by 5 (dropping any fractions) and add the result to the "base" D.V. calculated earlier. This "Dungeon Value" is the same number you would obtain if you calculated the Team Rating of a team but ignored its Fan Factor, Assistant Coaches, Cheerleaders, Wizards, Treasury, and all the players that are missing the match.
      For a DungeonBowl match to be "fair", the D.V.s of the two teams should be within 10 points of each other. If the difference between the two teams' D.V.s is already 10 or less, then no further action is required; the two teams are ready to start the match. If the difference is greater than 10, then the team with the higher D.V. must be "equalized". To accomplish this, the coach of the higher D.V. team must choose his players one at a time and sideline them for the match. A sidelined player is placed in the "Dead and Injured" section of the dugout, and may not be used in the match in any way (just as if they had failed a Niggling Injury roll). The team's D.V. is then recalculated, this time ignoring the cost and SPPs of the sidelined player(s). The coach must continue to sideline players in this manner until his team's D.V. is equal to or lower than that of his opponent's team. Note that after equalization, the difference between the teams' D.V.s doesn't matter any more, as long as the team that began with a higher D.V. is now equal to or lower than its opponents' D.V. (The equalizing coach should always try to sideline players that will cut his team's D.V. as close as possible to his opponents', but no "re-equilization" is required for the other team if the equilized D.V. goes more than 10 points below their opponent's.) Also note that a coach NEVER has to equalize his team any further if his D.V. is 100 or less, no matter how low his opponents' D.V. might be.
Playing The Match: Once the teams have been equalized, the match is ready to begin. Each coach places up to 6 players from his reserves into his respective endzone, and the coach that won the coin toss begins his first turn. There are no "Kick-Off Events", as there is obviously no ball to kick. The first coach to get a standing player holding the football into one of the 8 squares of their opponent's endzone scores a 'touchdown', and ends the drive.
      The original DungeonBowl games were only played until one team or the other scored their first touchdown, then that team was declared the winner. If a team got lucky enough to find the football in the first chest they opened, then squeezed off a bulls-eyed passing play, this occassionally led to matches that were over in only a few seconds. Leary of a disappointed public demanding back their money after a 2-minute match, the Cabal-Vision executives insisted that the game be lengthened before they would agree to cover the events. The Colleges of Magic happily complied, and the victory requirement was extended to TWO touchdowns.
      After the first touchdown of a game is scored, both teams of players prepare for another forray into the dungeon as if it were a new half. Team Rerolls are restored and rolls for Regeneration, K.O. recovery, and Secret Weapon ejections are made (as needed). All six treasure chests are then returned to the dungeon in the EXACT SAME POSITIONS as for the first drive (though the markers should be shuffled to assure that the ball could again be in ANY of the chests), and six players from each team are setup to begin again. For this second "drive", the Team to go first is the one that LOST the coin toss at the beginning of the match. Turns then alternate again until a second touchdown is scored. If both touchdowns have been scored by the same team, then that team is declared the winner and the match is over. If each team has scored only a single touchdown, then "sudden death overtime" is required. Just like its BloodBowl counterpart, there are no Rerolls recovered, and another coin toss is made to see who begins the overtime turn sequence. Whichever team scores during this final drive wins the match (since it will be their second touchdown).
Treasure Chests: In order to score a touchdown, the players must first find the football, which is initially hidden on one of the six treasure chests. No player may enter a square containing a chest, but any player adjacent to a chest may open it as an action. This action 'costs' one point of movement, and may be combined with other actions such as blitzing, passing, fouling, etc. Remove the chest counter from the dungeon and flip it over. If it shows the ball, then place the ball in the dungeon where the chest was. The ball can now be handled normally, including by the player who just found it (assuming they have any movement left). If the counter shows an explosion, then the player opening the chest and any other players adjacent to the chest's location are immediately knocked down by the blast. All players affected must make Armor rolls to avoid injury, and this obviously causes a turnover.
Teleporters: The teleporter counters represent magical gates the players can (theoretically) use to move quickly through the dungeon. When a players steps (or is pushed) onto a teleporter, roll a d6, then move the player to the teleporter number that was rolled. It 'costs' the player 1 point of movement to reorient themselves after the 'port, but they may continue to move afterward if they desire (and have movement left). If players ever happen to teleport twice in the same turn (for any reason), the huge magical strain on their bodies forces them to make an immediate Injury roll (bypassing the Armor roll). If the teleporter number rolled is already occupied by another player, that player is teleported away in a "chain reaction" (roll another d6 to see where that player is sent). Note that this chain reaction teleport might even lead to another chain reaction (and so on), and any player teleporting twice in the same turn is immediately injured, as usual.       The teleporters tend to be unreliable at best, and players often fail to reappear after entering one of the gates. If the teleporter number rolled is the one the player is already standing on, then that player is "lost in space". That player is removed from the dungeon and may not participate further in the match. No real harm occurs to players lost in space, and they can be found by the team's wizard sponsors after the game. Losing a player in this fashion does not cause a turnover, unless they were carrying the ball at the time. The ball is magically protected from being lost in space, and if its carrier vanishes, the ball simply pops back out of the teleporter and scatters one square (causing a turnover if the ball-carrier was on the moving team).       Each dugout also contains a special teleporter that coaches may use to move their players from their reserves box into the dungeon during a drive. A coach can use the dug-out teleporter at any time during their turn, but only once per turn. This counts as the beginning of the "movement" action for the player being teleported (similar to standing up a prone player). Roll a d6 to locate the teleporter in the dungeon where the player will materialize (the dug-out teleporters are safer than the ones in the dungeon; you can't get "lost in space"). It still "costs" the player 1 point of movement to gather their senses from the 'port, but then they can continue their movement normally, even including a pass, blitz, or foul action. If the player is teleported again during that same turn, they must face an immediate injury roll as usual. Note that if a player with Bonehead, Really Stupid, Wild Animal, or a similar Trait fails this roll while using the dug-out teleporter, they will still materialize in the dungeon, they just lose the rest of their action and/or tackle zone as soon as they get there. If a player with Take Root fails thier roll while using the dugout teleporter, they take root in the dug-out and must remain there (unable to attempt another 'port) until the end of the current drive.
The Clock Is Ticking: Though the original DungeonBowl matches had no time restrictions, Cabal-Vision has schedules to keep and time-slots they can't afford to overrun. Besides, if the match takes too long, all the torches burn out in the dungeon and nobody can see a thing anyway. To keep the length of the drives manageable, some ingenuitive wizards thought up a clever plan to help "wind things down" as the clock gets short. Naturally, it involves more magic...
      After 8 full team-turns for each team (the length of a regular BloodBowl half), coaches are no longer able to send players into the dungeon using the dug-out teleporters. In fact, the dug-out teleporters actually start working IN REVERSE. At the beginning of each team-turn after the eighth, the dug-out teleporters snatch up one random player in the dungeon from each team and RETURN them to the "Reserves" section of their respective dug-outs. Only the ball-carrier (if any) is magically immune to this "deportation" process. The number of players in the dungeon is steadily reduced until only one team has any players left out there. That team is immediately awarded a touchdown on the scoreboard (they don't even need to have possession of the ball) and the drive is halted.
      Use the turn markers to keep track of team-turns just like a regular BloodBowl match. If a drive goes over 8 turns, move the turn markers back to "turn 1" and start the sequence over again from there, but this time flip the turn markers upside down, to indicate that "deportation" has begun. At the start of every team-turn beginning with the ninth (and continuing until the drive ends), the coach taking his or her turn must randomly select one player from each team to teleport out of the dungeon. This occurs immediately after moving the turn marker, before any other actions may be taken. The coach first selects a random opposing player (anywhere in the dungeon) to return to the opponent's dug-out, then randomly selects one of his or her own players to "deport". Note that the ball-carrier cannot ever be selected for "deportation" (if the ball-carrier is the only player on his or her team, then nobody from that team is "deported" that turn). If, at any point in this process, there are only players from one team left in the dungeon, then the drive ends immediately. That team is given a touchdown on the scoreboard, but no SPPs are awarded. If there are still players from both teams in the dungeon after "deportation", then the coach may continue with his or her turn as usual.
Throwing in Dungeons: Only Quick and Short passes are possible underground (the ceiling is too low to attempt longer passes), and the Hail Mary Pass Skill is not usable in DungeonBowl. Obviously the ball cannot be thrown through walls or scatter into a wall (roll for scatter again if this happens). If a thrown ball's trajectory carries it over any obstacles in the dungeon (fountains, thrones, idols, etc.), roll a d6 for each object to see if the ball hits it. On a roll of 1, the ball hits the obstacle in question, scatters one square to the floor, and causes a turnover. Blunderbuss Secret Weapons MAY be used underground, but the target must be a square (or wall) within Quick or Short Passing Range, and the ball still has the possibility of bouncing off any obstacles that are in its flight path.       Another tactic usable in dungeons is bouncing the ball off walls (in the hopes that it will ricochet somewhere productive). When targeting a wall square or obstacle with a pass, make the pass and interception rolls normally. An accurate pass will hit the target wall square. If it is inaccurate, roll another d6; a 1-3 will hit the square to the right of the target, a 4-6 will hit the square to the left. After hitting the wall, use the throw-in diagram to determine which direction the ball will bounce, with the wall as the "sideline". If the ball came from the "3-4" direction, it will bounce straight back in that direction. If it came from the "1-2" direction, it will fly away in the "5-6" direction, and visa-versa (see Jervis' original materials for some spiffy diagrams if this sounds confusing). The ball will travel 2d6 squares in the direction indicated.       Any and all players the ball passes over after its bounce may attempt to catch it (as an inaccurate pass), starting with the player closest to the wall. If it is not caught before it reaches its destination, it will scatter one square onto the ground, and as always, will cause a turnover unless caught by a member of the throwing team. Note that the ball will only bounce off of ONE wall per toss. After the first ricochet, the ball no longer has sufficient energy for another bounce. If it hits another wall (or obstacle) before it lands or is caught, it simply scatters one square onto the ground. Also, players with the Throw TeamMate Skill may NOT attempt to bounce their teammates off walls, no matter how annoying the little buggers may be.
Hazards and Injuries: All respectable dungeons have hazards. Some are lethal (spiked pit traps, lava rivers, acid pools, etc.), while others are non-lethal (icy lakes, empty wells, etc.). When a player falls (or is pushed) into a lethal hazard, he will ALWAYS be a casualty in some form or another. No Armor or Injury rolls are needed; proceed directly to a roll on the Casualty Table (also know as a "Sigurd's Roll") where 1-3 is Badly Hurt, 4-5 is Seriously Injured, and a 6 is DEAD! If a player falls into a non-lethal trap, there is a good chance they will just get banged up a bit. In this case no Armor roll is made, but an Injury Roll will determine if the player is a casualty, K.O.ed, or merely Stunned (just as if they had been pushed into the crowd in a BloodBowl match). Players who are Stunned in a non-lethal hazard miss the rest of the drive, but are fished out by the dungeon-keepers as soon as a touchdown is scored. They will be returned to their team's Reserves box, and may participate in the next "drive" if another one is played. The ball is magically prevented from falling into traps, and if its carrier does so, the ball will pop back out of the hazard and scatter one square (causing a turnover if the ball-carrier was on the moving team).
      [Note to players familiar with Jervis' original rules: Since traps and hazards caused the demise of many unsuspecting players in the early days of DungeonBowl, modern contestants have learned to stay more alert and keep a respectable (and SAFE) distance away from these deadly perils. To reflect this, Jervis' original rules for "precarious positions" are no longer used. Standing next to a hazard carries no additional penalties beyond the threat of being pushed in by an opponent, ...which is usually a big enough risk by itself. Also, during the years while the DungeonBowl format was "out of the dungeon", the magical formula for Ed’e Warrings Magic Sponges was lost. Sadly, these items are no longer available for use in the DungeonBowl.]
Jumping, Leaping, and Flying: Players may, of course, attempt to jump over pits, traps, rivers, ravines, and other such hazardous terrain, but several special rules apply. For starters, it is important to have enough speed built up before a jump to be sure the player can make it over a hazard. A player must get a sufficient running start by moving toward the hazard (before jumping) for at least as many squares as he is attemping to jump over. Jumping over a one-square spiked pit would only require one square of movement before the jump, but trying to vault over a river of lava 3 squares wide would need a minimum of 3 squares worth of running toward the edge before the jump. Each square of the hazard uses up 1 point of movement (as if the player were moving across it normally), and the player must have enough squares of movement available to make it to the other side (though he may "go for it" to get the extra squares). To land, the player must make a "jump" roll of 1d6. Subtract 1 from this roll if any enemy tackle zones are on the squares being jumped from or to. If the player didn't make their minimum amount of movement before a jump, a -2 penalty is deducted from their roll (in addition to the -1 penalty if any tackle zones were involved). If the final score is equal to or greater than the number of squares being jumped, the player makes it safely to the other side. If the score is less than the number of jumped squares, the player falls into the hazard (and causes a turnover).
      If they wish, players with the Leap Skill may choose to "Leap" over small hazards (1 square) as if they were opposing players INSTEAD of using the DungeonBowl rules for jumping. Players with the Wings Trait also have their "Leap" option available, OR they may opt to use the jumping rules with a +2 to their roll from the lift provided by their Wings. If a player is "Going For It" to get the extra square of movement needed to land on the other side of a hazard and fails his G.F.I. roll, then he falls into the hazard (with no jump or Leap roll required). If the last square before the jump is covered by one (or more) enemy tackle zones, the player still needs to make a Dodge roll before his jump, with failure meaning a fall into the hazard (and success meaning only the -1 penalty to the jump roll for opposing tackle zones). Keep in mind when jumping over things (regardless of the method used) that a roll of 6 is ALWAYS a success, and a roll of 1 is ALWAYS a failure (resulting in the player falling into the hazard).
      Also note that players with the "Leap" Skill and/or "Wings" Trait may also use these abilities to attempt to leap over OBSTACLES in the dungeon (idols, thrones, fountains, unopened chests, etc.) just as if they were players.
The Annual DungeonBowl Tournament
Running the Tournament: To setup the Sponsorship Play-Offs, the League Commissioner needs only to group together the League teams entering the tournament based on which College of Magic would sponsor them. All Human and Amazon teams in the "Bright" group, all Chaos Dwarf and Ogre teams in the "Golden" group, etc. To keep things fair, no coach in the League may enter more than one team in each play-off group. If a group has only one entrant, then that team automatically wins the "Play-Offs" and will advance to the DungeonBowl. (For example, if there is only one Halfling team in the league entering the DungeonBowl, and no Wood Elf teams at all, then that Halfling team will get sponsored by the Rainbow Wizards and goes to the DungeonBowl with no need for a play-off.) For groups with two or more teams hoping to be sponsored, stage a single-elimination tournament bracket. Each round, teams should be matched based on their Team Ratings, with the lowest two playing against each other, then the next lowest two, etc. If there are an odd number of teams in a round, a bye is given to the team with the highest T.R. (Play-Off brackets favor the "champs") that has not already received a bye in that play-off bracket; this team will automatically advance to the next round. The winner of each Play-Off bracket is sponsored by its associated College of Magic and advances to the DungeonBowl. If there are NO entrants in a particular group (for example, no Chaos or Nurgle teams in the League for a Grey Wizard play-off), then that College of Magic is assumed to be boycotting the DungeonBowl Cup this year (for whatever reason), and will not be entering a team at all.
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      Once all of the Sponsorship Play-Offs are completed, each College of Magic should have a team to represent them in the single-elimination DungeonBowl Cup. If 9 or more Colleges are in attendance, the tournament bracket will take 4 rounds to complete. If 8 or fewer Colleges are participating (four or more Colleges are boycotting the Cup), then the DungeonBowl Tournament will only consist of 3 rounds, beginning with the Quarter-Finals. Each coach in the tournament may enter TWO teams ONLY if a full (4-round) bracket is going to be played; otherwise (in a 3 or 2-round Cup beginning with the Quarter or Semi-Finals), each coach in the league may only enter ONE team in the DungeonBowl. Pairings for each round are again determined by Team Rating (highest two teams play each other, then the next highest two, etc.). Unlike in the Play-Offs, any round with an odd number of teams now gives a bye to the team with the LOWEST T.R. that has not already received a bye in the DungeonBowl Cup (these brackets favor the "underdogs"). If two teams run by the same coach (in a Prelim Round) are paired to play against each other, they should be shifted up or down (as necessary) to be paired instead against a team with the closest possible T.R. that is owned by a different coach. If two teams run by the same coach advance to the Quarter-Finals, they MUST be paired against each other (regardless of T.R.), and the coach MUST choose one of them to concede, allowing the other to advance to the Semi-Finals without playing a match. Matches run through the Finals, where the winner is awarded the coveted DungeonBowl Cup Trophy (and all the cash and contracts that go with it, as described in the Living RuleBook).
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The Lay of the Land: Unlike standard BloodBowl matches that take place on a nice, flat, regular pitch, DungeonBowl matches can happen in an almost unlimited variety of custom-made dungeons. Any dungeon built in accordance with Jervis' original guidelines is acceptable for one-off games and scrimmage matches. For the DungeonBowl Tournament itself, however, some degree of standardization is required to ensure that things stay fair and some teams don't have to play in "harder" dungeons than others. The dungeons for use in the Tournament Cup are still made using Jervis' rules (either by the League Commissioner or as a group effort by all of the league coaches), but the EXACT SAME dungeon layout (including chest and teleporter placement) should be used for ALL MATCHES in a particular round of a bracket. For example, if the "Halls of Pain" are used to play the Preliminary Round of the Cup, then ALL TEAMS will be playing in the "Halls of Pain" for their matches this round, and using the same chest and teleporter placement. The Quarter-Finals might then be held in the "Lair of the Wurm", with ALL TEAMS playing their Quarter-Final bouts in the "Lair", etc. Most of the Colleges hold their entire Sponsorship Play-Off (all rounds, start to finish) in the same dungeon just for simplicity sake, but this is not actually a requirement.
      In dungeons that are not symmetrical, a coach may occasionally feel that the starting position from his "end" is disadvantageous for some reason or another. In these cases, a coach may request after the first touchdown (during "halftime", so to speak) that the teams switch sides of the dungeon before the next drive begins. Such a request should always be granted in the interest of fairness, even if the other coach is opposed to the idea. Simply have the teams trade dugouts, and each will setup for the second drive from the position that thier opponent did for the first drive. If this is done, and the game then goes into overtime, the coach that LOSES the overtime coin toss can choose which end of the dungeon his team will defend for the overtime drive.
Notes for Using the Lokers pbembb Tool:
A Few Sample Dungeons: (Compatible with the Lokers Tool)
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It was decided to color-code each team's "home field", to prevent teleport-disoriented players from running the ball the wrong way. The central field is where the "kings" get separated from the "pawns", so to speak. |
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The Elemental Dungeon of "Void". The vortex at the center of the Abyss is a teleport trap to nowhere, but it occassionally "misfires" into the other teleporters in the dungeon. Any player entering the vortex rolls 2d6. On doubles, they are sent to the teleporter number that was double-rolled; on any other number, they are "lost in space" for the rest of the match. |
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The Elemental Dungeon of "Earth". Falling into one of the sedentary, pit-feeding, adult wurms isn't too bad; your teammates can fish you out after the drive before you really start digesting. The juvenile wurms in the larval mounds, however, are VICIOUS; ...step too close and a dozen of the ravenous, teeth-filled killers will lash out to rip you to shreds... |
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The Elemental Dungeon of "Ice". This frozen underground lake once served as a temple of worship to one of Nuffle's lesser-known brothers named Nehal. All "Go For It" attempts here fail on a roll of 1 or 2, and players would be wise to avoid falling into the frigid waters where the surface ice has been broken. |
DungeonBowl Rules v2.0: Revised - 24 Arpil 2005