Teams may be purchased using 1,200,000 GC and must contain at least 11 players. Re-rolls are still 50,000 GC.
Colleges have been modified to accommodate new teams based on the 2025 ruleset. Their hiring cost and skills will match the 2025 ruleset.
All inducements in the Dungeon Bowl 2021 rulebook on pages 77-79 are fair game if prerequisites are met. Inducements from Blood Bowl and Death Zone may not be used.
Each team is allotted SPP to spend on either Primary Skills or Secondary Skills:
Tier 1: 24 SPP, No Elite Skills: Death, Heavens, Life, Metal Tier 2: 30 SPP, Max 1 Elite Skill allowed: Beast, Fire, Shadow Tier 3: 36 SPP, Max 2 Elite Skills allowed: Light
Each player may be given a maximum of 2 additional skills (e.g. a Human Blitzer may be given Strip Ball and Sure Hands in addition to already having Block). No skill may be purchased more than twice.
Note that some skills in the 2025 ruleset do not translate to Dungeon Bowl, e.g. Violent Innovator, Kick, etc.
Dungeon Bowl Specific Skills are still allowed, e.g. Wall Thrower (Passing) and Portal Navigator (General), etc.
After about 45 minutes, an alarm will sound. The College of Magic will put balls in every remaining chest, so the next chest opened will have the ball in it. Once the ball has been found, every remaining chest reverts to a trap and will explode as normal.
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