Dungeon Bowl Teleporters and Jumping

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boxjuggler
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Dungeon Bowl Teleporters and Jumping

Post by boxjuggler »

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.

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Smeborg
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Post by Smeborg »

I believe the teleporters in the end zones are no different to the other teleporters (i.e. they are both numbered between 1 and 6).

I have always played leap normally (i.e. you can leap over other players, prone players, obstacles etc.). But not through solid walls, of course.

Hope this helps.

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Post by Darkson »

Smeborg wrote:I believe the teleporters in the end zones are no different to the other teleporters (i.e. they are both numbered between 1 and 6).
Nope, the teleporters in the EZs are not on the 1-6 list, just for bringing players in from the dug-out, to stop the cheesy score boxjuggler said.

Can't recall if it was in the original rules or not, but we banned any of the 1-6 teleporters being placed on the EZ tile.

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Post by plasmoid »

From the rules Boxjuggler is quoting, I agree with Smeborg.
There is nothing in there suggetsing that an EZ teleporter is different. In fact, it just says that it is recommended to place a teleporter in the EZ in a 2-player game.

Cheers
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Post by Darkson »

I stand corrected - we must have house-ruled it out as a crap idea.
I'd have to dig out my 2nd ed stuff to see what those rules said.

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Post by Fat_Emrys »

FWIW we made the same (no numbered teleporter in endzones) houserule to avoid cheesy wins

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Post by Darkson »

I remember now - we said no numbered teleporter in the EZ tile, but we added a fixed teleporter in the endzone itself (not numbered). The coach could decide to bring on his reserve without risk from the EZ OR roll the 1-6 'porters (obviously decided before rolling any dice).

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Post by Smeborg »

I think the point is that having teleporters near the end zones gives chances to score, as in many games the main routes become blocked.

Also, the players are forced to "mark" the teleporter, thereby making the rest of the board less congested.

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Post by daloonieshaman »

the 1-6 teleporters may not be within 8 squares of either EZ as per the 2005 rules

Also in the 2005 rules leap is not used. it adds a bonus to jumping (over pits, downed players, chest, ect) you may not jump over a standing player

The wording about the 2 extra TP being in or out of the EZ is up to you but only you may jump into the "blue" teleporter and it is one way
Where you place them is up to you and your league

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