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DreadBall Update - 02-02-19 PDF
DreadBall Update - 02-02-19 PDF
In this document you will find clarifications, corrections, and modifications to the DreadBall 2nd
Edition rules. If a question comes up in your games that isn’t answered here or in the rulebook,
get in touch. This is a living document, and it will be updated as new expansions and teams are
released, and as new questions arise.
FAQ – FREQUENTLY
ASKED QUESTIONS
This section deals with those situations in your games where a rule could be interpreted in
different ways, and may need some clarification. It won’t happen often, but when it does, this is
the place to look!
Scattering into the Wall If the Player in the diagram had failed a Catch, the
ball would scatter from the Player’s location. If the
It can sometimes be difficult to work out what Coach rolled a 3 for direction, the ball would hit
happens if a Player standing at the side of the the wall. The dotted yellow arrow shows how to
pitch scatters the ball directly into the wall. To
treat this, with the solid yellow arrow showing the Crystallan Team - Harmonics
final bounce direction following the normal rules
for ricochets. Harmonics only applies when you ‘spend’ an Action
on a Player, i.e. by using an Action Token or an
Action Card.
Bouncing Balls
It does not apply to Dodges or any other reaction
From a physics point of view, the rules for
made to an opponent’s attack, or to Catches and
scattering a ball imagine that the wall is flat.
their subsequent Free Actions.
However, the nature of the hexes means that the
wall on the printed board is jagged. When this Harmonics does apply to Free Actions that
comes to balls bouncing around the corners of the follow an Action made using a Token or Card.
pitch, it may not be obvious how they bounce, as For example, if a Crystallan Coach used a Token
above. If in doubt, use the following diagram. to make a Run Action, and moved into a hex
containing the ball, their bonus Harmonics dice
could be used for the Pick Up. If they doubled
the Pick Up, any remaining Harmonics dice could
be used for the subsequent Run (for Dashes or
Evades) and/or Throw.
Modifiers
The Keeper’s facing when Punting will depend * Scores a bonus point.
on whether they were Running or Sprinting, * Doubles when making any Strike.
just like a Pick Up Action.
* Inflicts 3 or more damage on an opponent in
Keepers are also trained to interfere with one go.
Strike attempts. If an opposing Player is
making a Strike attempt, and you have a
* Catches a scattering ball.
Keeper within the same Strike Zone and with * Catches a 9-hex pass. Once per Rush.
the Throwing Player in their front arc, then
the Keeper confers a flat -1 modifier for * Dashes 3 or more times in the same
threatening the Throwing Player even if they Action without falling.
are not adjacent. A Keeper with the Gotcha
ability would not confer a –2 threat to non-
* Evades 3 or more times in the same
Action without falling.
adjacent opponents.
* Triples their opponent in any (X) roll as long as
Finally, in order to better protect the added at least 3 successes are rolled.
investment of a Keeper, teams outfit Keepers
with heavy protection. A Player with this * Committing a particularly successful Foul (see
pages 50-51 for details).
ability has their Move stat reduced by 1, but
improves their Armour stat by 1 (e.g. 4+
becomes 3+).