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Dungeonbowl: Team Creation
Dungeonbowl: Team Creation
Some of the rules and concepts outlined in this document SCORING & ENDING THE GAME: The team that
are shared for both versions of the variant, but there are achieves the first touchdown in the opponent's end zone
some subtle differences between them. The rules wins. To try and ensure a result, the following rules are
contained in this document are designed for resurrection introduced at various time points:
tournament play only. No attempt has been made to
address skill allocation principles or balance the rosters ★ The first 1.5 hours of the game are played normally.
for a league setting in this version of these rules, although
you may want to try that yourself! ★ After 1.5 hours the reserve boxes on both sides of the
Dungeon will be closed and no more players can be
As with other Blood Bowl events, organizers can choose to brought into the game.
customize their Dungeonbowl / Dungeon Sevens
tournaments, but alterations should be kept within reason. ★ After 2 hours, in each turn, a random player of the
Such judgments will be made by the NAF Tournament active team is teleported out of the game at the
Director when an event is submitted for sanction. beginning of the turn of the active player and is not
allowed to return. In addition, a chess clock will be
provided by the tournament management. From now
✶ BLOOD BOWL RULES ✶ on each player has only 3 minutes left for his turn.
Outside of those modifications specifically described
After 3 minutes the turn of the active team ends and it
below, games will be played using the most current rules
is the turn of the opponent.
for Blood Bowl.
★ After 2.5 hours the game will be abandoned by the
✶ DUNGEONBOWL/DB7s: BASIC CONCEPTS ✶ tournament management. The team that owns the ball
Simply, Dungeonbowl and DB7s are about scoring has won. If nobody has the ball, the team with the
touchdowns! The teams begin play in their own end zone most players remaining on the pitch wins. If both
and their objective is to find the ball (hidden in one of six teams have the same number of players on the pitch,
chests) and traverse the Dungeon, scoring in the opposing the game is decided by a coin toss.
end zone. Depending on the rules of the tournament, one
touchdown may be enough to win the game, or following
a touchdown, teams may be reset and the game proceeds
until a time limit is reached. In Dungeonbowl / DB7s,
there are no halves or set number of turns; the game ends
THE DUNGEON: To play Dungeonbowl, you first need a RESERVES: Beginning with each player’s first turn,
Dungeon! There are many ways to create a Dungeon; you reserves may be brought into the Dungeon. Choose one
can draw it on paper, use tiles from games such as player from the reserves box. Declare what action the
Warhammer Quest or even make one as a 3D model. player will perform (e.g. Move, Blitz, Pass). Place the
Hardened teams will play the game in any Dungeon, so player in his own end zone or scatter from a random
within the following constraints, you can use any design teleporter. Then start the action chosen for the player.
you like (you can even build an evolving, dastardly Negative traits (e.g. Bone-Head, Wild Animal) will be
Dungeon that changes round to round if you so choose!). rolled immediately after the player has entered the
In traditional league play, both players participate in the Dungeon (after scattering of the teleporter or placing in
construction of the Dungeon, taking turns to place his own end zone). If the player is placed before declaring
elements from a supply of tiles or pieces, but in an action, it must be a move. Only one player can enter
tournaments, it is recommended that the TO creates the the game per turn.
Dungeon used across all of the games. It is best to playtest
the Dungeon before the tournament to ensure that all THE PITCH: Rather than being played on an open grass
races have a good chance of competing! For instance, a paddock, Dungeonbowl is played in interconnected,
Dungeon consisting mainly of narrow corridors will subterranean rooms and corridors. These may take any
benefit slow, bashy teams, where vast open spaces will form, from a natural cave system to the inside of a
help fast, agile races. Therefore, a mixture of elements is building or a man-made catacomb or Dungeon.
recommended.
BALLS BOUNCING OFF WALLS: If the football hits a
All Dungeons must have a six square end zone for each wall due to a pass or scatter, it will bounce one square
team to start from and score in. In addition, any corridors away from the wall using the Dungeon Bounce Template
in the Dungeon must be at least two squares wide. In (pictured). No dice roll is used to determine the direction.
general, a Dungeon should consist of 250 to 280 squares, Note that a ball will often bounce back into the square it
which is a good size for a standard game length. The came from.
junctions between the different elements of the Dungeon
(rooms, traps, bridges, etc.) must be at least 2 squares. A
trap / chest / teleporter (see below) should not be placed
within 4 squares of an element of the same type. Chests
and teleporters can be placed anywhere in the Dungeon.
Other than that, use your best judgement!
Neither the kick-off table or the weather table is used in PLAYERS PUSHED INTO WALLS: A wall is a valid
Dungeonbowl. “destination square” for any player who is pushed or
blocked, but only if there are no vacant squares to push
FLOW OF THE GAME: A Dungeonbowl turn proceeds in the player into.
much the same way as a Blood Bowl turn. The active
team, beginning with the 'Offense', may move all six of it's When a player is pushed back against a wall but not
players from the end zone into the Dungeon and conduct knocked over, leave the player standing but make an
each one of the Blood Bowl actons once per turn (move, Armor roll with a +1 modifier caused by the hard wall. If
Block, Blitz, Pass, Hand-off, Foul). Additional players may armor is penetrated, the blocked player falls down. Roll
enter the Dungeon once per turn, as described below. for Injury.
Turns alternate until a touchdown is scored, and then the
Dungeon is reset. PLAYERS BLOCKED INTO WALLS: If a player is
knocked over into a wall, treat the block as being made by
a player with the Mighty Blow skill. If the player already
has the Mighty Blow skill, add a further +1 to both the
Armor and Injury rolls.
SCORING: To score, a coach needs to move a player in If the player is placed before declaring an action, it must be
possession of the ball off the board through any a move. Only one player can enter the game per turn. If a
passageway on his opponent’s side of the Dungeon (the player about to enter the Dungeon would take the team
opposite side to which he started). above 7 players on the field roll a D6, on a 1 the referees
stop the player entering the field that turn.
The French Lutece league and AFOUL in Australia have compiled rulesets that include additional ideas for
optional rules to be used in Dungeonbowl league or tournament play. We have not included them here for
brevity, but follow these links to find these documents.
https://www.thenaf.net/wp-content/uploads/2019/08/DungeonBowl_Lutècecup.pdf
https://www.thenaf.net/wp-content/uploads/2016/07/NAF_Dungeon7s.pdf
✶ CREDITS✶
Following a variant review process in 2019, this updated version of the document was developed by montanhas18,
Raveen and Templar. The Dungeonbowl 7s layouts were created by the Adelaide Dungeon Bowl Cup.
Blood Bowl and all associated trademarks are the property of Games Workshop.
✶ DUNGEON LAYOUTS✶
These Dungeon layouts are from DB7s and are
reproduced from the Adelaide Dungeon Bowl Cup
rulepack.
✶ Layout 3 ✶
✶ Layout 4 ✶
✶ Layout 5 ✶
✶ Layout 6 ✶
✶ Layout 7 ✶
✶ Layout 8 ✶
✶ Layout 9 ✶
✶ Layout 10 ✶
✶ Layout 11 ✶
✶ Layout 12 ✶
✶ Layout X ✶
✶ Layout Y ✶
✶ Layout Z ✶