Dungeon Bowl Teleporters and Jumping
Posted: Tue Aug 04, 2009 12:14 pm
Was thinking of giving the Dungeon Bowl rules a run out in our league. I can see a lot of the rules are open to interpretation and house rules, but I have a few key questions for those with first hand experience.
First up the teleporters.
Rules state:
Each dungeon must include at least 6 Teleporters, plus 1
extra per team. Again you could use counters for this, or be
creative and scratch build your own. Each Teleporter is
single sided and uniquely numbered. Teleporters may either
be placed following a pre-set guide or players may take it in
turns to place them. These may be placed in any empty
square you like. In 2 player games it is strongly
recommended that each end zone contains a Teleporter.
Am I right in presuming these end zone teleporters are not accessible from the other teleporters (ie they aren’t numbered) and are only accessible from the respective team dug outs telporter? It’s not exactly clear, but I presume this is the case otherwise you could surely just teleport in for a cheap TD (if you rolled the right number of course).
Also how do people play the leaping aspect of the rules? Do you only allow people to leap over pits, chasms etc. as stated in the rules or do you allow them to leap over stunned/prone people, empty spaces etc? Or do you allow coaches to use the leap skill as normal as well.
We have a Slann team in our league so I don’t want them to be too over or under powered.
Also there are vague references to playing with more than 2 teams at the same time, but without the rules of how that works?
Ta.
First up the teleporters.
Rules state:
Each dungeon must include at least 6 Teleporters, plus 1
extra per team. Again you could use counters for this, or be
creative and scratch build your own. Each Teleporter is
single sided and uniquely numbered. Teleporters may either
be placed following a pre-set guide or players may take it in
turns to place them. These may be placed in any empty
square you like. In 2 player games it is strongly
recommended that each end zone contains a Teleporter.
Am I right in presuming these end zone teleporters are not accessible from the other teleporters (ie they aren’t numbered) and are only accessible from the respective team dug outs telporter? It’s not exactly clear, but I presume this is the case otherwise you could surely just teleport in for a cheap TD (if you rolled the right number of course).
Also how do people play the leaping aspect of the rules? Do you only allow people to leap over pits, chasms etc. as stated in the rules or do you allow them to leap over stunned/prone people, empty spaces etc? Or do you allow coaches to use the leap skill as normal as well.
We have a Slann team in our league so I don’t want them to be too over or under powered.
Also there are vague references to playing with more than 2 teams at the same time, but without the rules of how that works?
Ta.