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!!
