This is a resurrection Dungeon Bowl event where any injuries in each game will be ignored for the start of the following match. Other than their starting skills, players do not gain skills between rounds and cannot be lured away by the big leagues.
The competition will be over 3 matches, each one lasting an hour.
Coaches have 600k to spend on players, rerolls and a very limited set of inducements. There are a number of rules to follow when creating a team:
We will be using the GW tiers with the following changes:
Teams get points to spend as follows:
Coaches may spend 1 point on a primary skill of their choice or 2 points on a secondary skill of their choice.
Only the following extras / inducements are allowed:
Note: as there are no kick offs in Dungeon Bowl, Cheerleaders, Assistant Coaches and Dedicated Fans do not do anything.
Regular Dungeon Bowl ends when a team has scored a single Touchdown. This can mean games last 5 minutes or 180 minutes! To avoid very short games, if a coach scores early then both coaches will remove their players from the board, set up the chests again and begin another drive. This means potentially games could end in a draw.
Games will be exactly 60 minutes long. When time is called whichever coach is playing their turn, they may complete it before ending play. Coaches therefore have to play with a decent amount of speed. It will be considered very unsporting for coaches to try and slow their turns down to run down the clock.
If at the end of the night there is a tie then the tie breakers will be as follows:
On the night we will go over the special rules that separate Dungeon Bowl from regular Blood Bowl. This will include the rules for setting up, opening chests, using teleporters and the effects of walls on players and the ball. We will not be using the special rules which go with each room.
Here are a few of the rules we will be using, they are included here as it may impact your team choice:
INITIAL NUMBERS - In regular Dungeon Bowl 6 players start off in your own end zone. For this event we will drop that number to 4 so you will need to teleport at least two in during the game
MAGIC SPONGE - every turn you can either teleport a new player into the dungeon or you can give a KO'd or Badly Hurt player a wipe down with the sponge (note the sponge will not work on any casualty worse than Badly Hurt). Any player who is sponged moves to the reserves box
TOUCHING THE VOID - When a player stands on a teleporter you roll a d6 to check where they re-appear and move them to the teleporter with that number. If you roll the teleporter number they are currently stood on then that player is lost to the void and is removed from play for the rest of the game. The coach who loses the most players this way will win the Touching the Void award.
SECRET WEAPONS - As with BB a drive lasts as long as it takes one of the sides to score. There is no half time, play keeps going until someone does score. When they do, any Secret Weapons on the pitch must use bribes or argue the call as they normally would
FOULS - the referees are still watching so if you foul someone you can still be sent off on a double
There are a few achievements on offer:
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