Dungeonbowl II
 
Think
your good at bloodbowl? Think you can handle navigating your players through
various labyrinths, around pit traps and over rivers of molten lava to score the
games winning touchdown! Think you can handle the pressure as members of your
team take explosions in the face, teleport themselves to oblivion and risk
plummeting to their death at every turn!!
Then,
maybe, just maybe, you have what it takes to play and win Dungeonbowl!!
 
 
Will be held on Sunday 22nd of
January 2009. Standard million gold pieces teams will be used.  Places will be 
limited so for those
interested, pre- booking is strongly advisable. (Please note this is a 2 player
version and is not traditional 4 player version of Dungeonbowl.)  
 
Rules – will be posted on the warpcon website (http://www.warpcon.com/)this 
week. You can also read them below

You can also prebook your tickets on "http://www.warpcon.com/";

Any queries to [email protected].
The dungeon master on the day will be Mr. Bloodbowl himself Sean Frank

 
Schedule – registration 10.00
 
Kicks off at 10.30 sharp
 
Round 1 - 10.30- 11.30
Round 2 – 11.45-12.45
Break 30mins
Round 3 – 1.15 – 2.15
Round 4 – 2.30 – 3.30
Round 5 –3.45 – 4.45 


RULES
LRB 5.0 Rules will
be used except for those mention in White Dwarf 225.(Kick off, etc.) The
dungeonbowl rules from that issue will be used except that normal blood bowl
teams (million gold pieces) will be used as opposed to the college of magic
teams mentioned in the article. The optional rules for falling, Jumping and
precarious positions (Falling into lava, pits etc. ) will also be used. 
Special rules for
the event 
        1. 3 points for a win, 1 point for a draw and 0 for a loss. 
        2. Each game will last one hour or 16 turns (for each player) which 
ever comes first. When time is called, each player finishes out their current 
turn and then the game is over. maximum 3 minutes a turn. 
        3. The Paul Barry Unique talent rule- When picking a skill, roll as 
normal. Apply stats increases as normal. When selecting a skill, it can't be 
one that one of your other players on your roster has already. 
        4. Secret weapons are allowed as normal but are automatically sent off 
if K.O.ed or leave the Dungeon for any reason.(Badly Hurt, S.I. or Killed) 
        5. S.I. players will be healed up for the next match (But still roll 
for injuries, niggling injuries etc.)Killed players are dead and are removed 
from the team roster unless healed by an apothacary or regeneration. 
        6. Painted(3 colors minimum) teams will get a free skill, which the 
coach can assign to any player on the roster. Roll as normal to see for doubles 
or stats increases etc. 
        7. The winnings will now be a set amount. 50K for the loser or in case 
of a draw 50k each. 70k for the winner. (money can be used to buy an 
apothecary, buy a new player or buy extra re-roll only.)  
        8. After each match a skill will be assigned to each team randomly. 
There will be no other skills awarded for MVP's, Cas., or TD's etc. 
        9. Teleporters - to clarify, in regards to the use of teleporters, you 
must have a point of movement to teleport. You may stand on a teleporter and 
not teleport. If you go for it in order to teleport and fall down, you teleport 
and then are placed prone on the teleporter you teleported to. 
        10. There will be no inducements allowed during the event. 
        11. The Tie breaker will be the amount of casualities inflicted 
thoughout the games.(note – these are through blocks etc. not fouling, falling 
into lava or pushing someone into a spiked pit etc.) 
        12. Decisions of the wizards guild(tournment commissioners) in regards 
to rules disputes are final!! 


      

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