Dungeonbowl Clarifications

Don't understand a particular rule or just need to clarify something? This is the forum for you. With 2 of the BBRC members and the main LRB5/6 writer present at TFF, you're bound to get as good an answer as possible.

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Silvermane
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Dungeonbowl Clarifications

Post by Silvermane »

Hi all,

I have been playing Dungeonbowl on the old board sets using the latest version of the rules (d/l from the fanatic site) and have come up with a couple of problems. I have noticed from old posts that others have found some of these and I was wondering if we could come up with some definitive answers on these questions or at least a majority opinion.

1) Can you blitz after teleporting and appearing next to a juicy target?

My instinct would be to say 'No' as the blitz action would have to be declared before moving onto the teleport. ljm in post of Aug 14, 2002 said "You can blitz, but since you don't know where you are going to appear before declaring the action, this generally is not a very good option. " ljm seems to be of the same opinion, declare a blitz before entering the teleport. Any other ideas?

2) What happens when the ball scatters into a wall?

Dangerous Dave, in a post Apr 10 2002, says "If the ball scatters into the wall, then treat it like a pass into the wall – except goes 1d6 not 2d6." and a post I lost (sorry!) said re-roll until you get a result you can use (my paraphrase). I have no idea on this one. We have played the re-roll option, but in a single square wide corridor you can spend ten minutes rolling the **** die!

3) What happens if a player has no choice but to be pushed back into a wall?

Dangerous Dave says "We ruled that nothing happens, the other solution would be to consider it as a knock-down (tried this, makes frenzy too good in dungeons). " and ljm suggests " 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". Both of these ideas sound reasonable - I guess in the absence of a ruling, the majority opinion wins?

4) Does the teleportation injury rule include the opponent's round also? (ljm's question)

He goes on to say "We ruled no". The explanation of the injury within the rules suggests to me that the injury is an effect of the upset inside the guy's body, so I would probably rule yes. Where do we all stand on this one?

5) If blocked whilst standing on a teleporter and pushed back but with nowhere to go, does the player teleport?

I have no idea, although I would guess that the ruling would relate to the ruling about being pushed back into a wall. The next question may be relevant as well.

6) If a player's turn ends with that player standing on a teleport, does he teleport at the start of his next turn. in the next opponent's turn or not at all? Can he elect to teleport as the first square of his movement next turn without stepping off and then back onto the teleporter?

It's all very confusing... :o

7) What happens if the ball scatters onto a teleport?

I guess it would probably scatter again. My inspiration for this is the rule that states that if Lost In Space the ball scatters fronm the teleport square. But who knows..?

I have seen two people (there are porbably lots more) attempt to depict a pre- and post-match sequence description. It would be good to see an official one.

Finally, we have decided not to field Colleges of Magic teams (heresy!) but instead use our own normal BB teams. Rationale being a) we already have the teams and have built up an emotional attachment to them, b) we don't really want to buy extra teams for a short tournament and c) that means my Lizards can't play (sniff!) :)

Thank you for reading what has to be quite a substantial post and I will greatly appreciate and take great notice of any replies.

Cheers

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Post by gallowin »

These are all just my opinion but here's my $0.02:

1) gotta declare the blitz before moving so you are taking your chances that you end up near the intended target
2) how about using the throw in template to figure out which direction it heads after hitting the wall, otherwise I'd use physics to determine which angle it bounces next
3) I like the concept of either an AG or ST check (whichever is better for the player) since the roll was just a push; should the fall be a POW or just falling over. It could be interpreted that MB & Piling on & SPP would be valid if it was treated like a POW...
4) not sure what this is about
5 & 6) moving onto the teleporter would activate it
7) rule that the ball only gets teleported if someone is holding it but could still land on a teleporter; makes picking it up exciting

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Post by slup »

Wo hold a Dungeonbowl tournament as part of our league:
See our houserules at http://www.clbbbl.dk/index2.php under tournaments.
The following is what we worked out (note this is houserules):

1: You declare an action before teleporting, which includes blitz, so if you declared a blitzaction and then teleported yes otherwise no.

2: It drops back again according to the throw-in template, place the ball picture on the template over the square containing the wall in question.
It lands in the designated square, no scatter.

3: He is knocked down with +1 to armourroll

4: We allow unlimited teleportations in the same turn without injuryrolls

5: Yes

6: No and no

7: It does not teleport but remains on the teleporter (no scatter)

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Silvermane
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Post by Silvermane »

Thanks for your thoughts guys

I am moving house at the moment so haven't got time to sit and think (dammit!) but am really very grateful for your thoughts and am eager to try them out

see you soon

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