Midnight Brawl &
Deathbowl am Totensonntag


DungeonBowl is a variant of the normal Bloodbowl rules you know and love. Turns are quick and fluid and there is no need to keep track of turn number.


The team that achieves the first touchdown in the opponent's endzone wins.

The first 1.5 hours of the game are played normally.
After 1.5 hours the reserve boxes on both sides will be closed and no more players can be brought into the game.
After 2 hours playing time, a random player of the active team is teleported out of the game at the beginning of the turn of the active player and is not
allowed to play any more. In addition, a chess clock will be provided by the tournament management. From now on each player has only 3 minutes left for his
turn. After 3 minutes the turn of the active team ends and it is the turn of the opponent.
After 2.5 hours the game will be abandoned by the tournament management. The team that owns the ball has won. If nobody has the ball, the team with the
most players remaining on the pitch wins. If both teams have the same number of players on the pitch, the game is decided by a coin toss.


At the beginning of the game there is coin toss. The winner decides, either about the side choice or about the choice of the Offence or Defence. The offence makes the first move. The Defence is the first to place 6 of its players in its endzone. The offence then places its 6 players in the endzone. Neither the kickoff table or the weather table isn’t used in the Dungeonbowl.


Injured players are placed in the appropriate box in the Dug Out as in normal Blood Bowl. At the start of their turn, a coach may move one player from the KO box to the reserve box instead of using the Dug Out teleporter. Sadly that’s not possible on players that have been Badly Hurt, Seriouly Injured or Killed.


In a Dungeon the game officials have considerable difficulty keeping their eyes on everyone, so players are only sent off for fouling if they roll doubles on the armour roll. A Double on an injury roll is ignored.


Each time a player with the trait Secret Weapon performs one of the following actions, roll a D6 after the performin action. On a 2+, his action was not noticed. On a 1, he is sent off and cannot participate for the rest of the game. Argue the Call or Bribes are used as usual.
Skill or Player with the trait Secret Weapon Performing Action
Ball & Chain Move
Bombardier Pass
Chainsaw Chainsaw use on Blitz or Block
Deathroller Blitz, Block or Move
Barik Farblast + Zzharg Madeye Pass
Sinnedbad Stab use on Blitz or Block


Only Quick an Short Passes are allowed when playing underground – the ceiling is too low to attempt longer passes. Passes are not permitted if a wall breaks the centre
line of the range ruler at any point between thrower and target. The skill Hail Mary Pass can only be used for the maximum range of a Short Pass.


Rather than being played on an open paddock of grass with field lines, dungeon bowl is played in interconnected rooms and corridors. These may take any form, from
natural cave system to the inside of a building or a man-made catacomb or dungeon.


If the football hits a wall due to a pass or scatter it will bounce one square away from the wall using the Dungeon Bounce Template. No dice roll is used to determine the direction. Note that a bill will often bounce back into the square it came from.


A wall is a valid “destination square” for any player who is pushed or blocked, but only if there are no vacant squares to push the player into.
When a player is pushed back against a wall but not knocked over, leave the player standing but make an armour roll with a +1 modifier caused by the hard wall.
If armour is penetrated, the blocked player falls down; roll for injury.


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.


Beginning with each player’s first turn, reserves may be brought on. Choose one player from the reserves box. Declare what action the player will perform
(e.g. move, blitz, pass). Place the player in his own endzone or scatter from a random teleporter. Then start the action chosen for the player. Negative traits
(e.g. Bone-Head, Wild Animal) will be rolled immediately after the player has entered the pitch (after scattering of the teleporter or placing in his own endzone).
If the player is placed before declaring an action, it must be a move. Only one player can enter the game per turn.


Players may always move, assist, and follow-up diagonally and around corners.


When a player enters a square that contains a chest it will magically open. It will contain either the ball or a trap.

If a player moves onto the chest that contains the ball (including being pushed into it), he must attempt to pick up the ball unless he is not standing as he enters
the square (i.e. as the result of a block). The pickup roll is an AG roll with a +1 modifier as usual for balls at rest. If a player fails a pickup roll during his
team’s turn, that team suffers a turnover.

If the chest contains a trap the player is knocked prone and an armour roll is made. Adjacent players are knocked over on a d6 roll of 4+; make armour rolls for any
players that are knocked down. If any players on the active team are knocked down in this way, it causes a turnover.

A player that is Knocked Down into a chest (e.g. blocked, failed dodge, failed GFI) will still trigger the opening of the chest. If the chest contains the ball it will
scatter and the prone player will not have a chance to pick it up. If the chest contains a trap, make the armour roll for the player, but treat it as if it were made
by a player with Mighty Blow. If the player was knocked into the chest trap by a player with Mighty Blow, add a further +1 to both the armour and injury rolls.


A player that enters the same square as a teleporter for any rea-son will be randomly relocated. Teleporting does not cost any additional movement points, just those
normally required to move into a square containing a teleporter. A player can teleport as often as he or she wants to in a turn. It cost 1 movement point to get on
the teleporter. The scatter movement away from the teleporter is for free.
Roll a d6 and place the player on the teleporter marked with the number rolled. If the number rolled is the same as the teleporter of origin, the player is lost for
an unknown period of time; place this player in the KO Box. If a player from the active team is lost in this way, it causes a turnover.

After a player is teleported, he or she is immediately scattered in a random direction (d8) from the destination teleporter. Note that it is therefore impossible for
any player to occupy the same square as a teleporter for more than an instant. If the d8 indicates a destination square that is occupied by a player or wall, place
the player in the next square adjacent to the teleporter, starting clockwise from the location indicated by the d8. If all 8 surround-ing squares are occupied,
push away the player in the location originally indicated by the d8 as if he or she had been pushed by the player emerging from the teleporter. If this does not
result in that square becoming vacant, such as in the case of walls behind the player, push away the player in the next clockwise square. Continue until space is made.
If no room can be made using this method, teleport the player away again.

If a scattering ball enters a square with a teleporter, it will tele-port. If the number of the teleporter of origin is rolled, the ball reappears from the same teleporter.
This also occurs when a play-er loses the ball as entering a teleporter.

If a pass is made with the any portion of the range ruler covering a square containing a teleporter, roll a d6 after the passing roll, but only if the pass is not fumbled
or intercepted by a player positioned between the teleporter and the thrower. On a roll of a 1, the ball disappears into the teleporter and appears elsewhere as decribed
above for a scattering ball. The Safe Throw skill does not protect against teleporters! Basically, the ball can also be thrown into the teleporter. This is done in the
same way as throwing the ball into a free, unoccupied field.

When a player in possession of the ball enters a teleporter, scatter the player with the ball as normal. The player is placing in the KO Box and the ball scatters of the
original teleporter. If the active team loses the ball in this way, it causes a turnover.

If a player in possession of the ball is knocked over into a teleporter (or loses the ball when pushed back into a teleporter due to a player with the Strip Ball skill),
the player and ball will teleport independently. Following up into a teleporter will cause the player to teleport as usual. If a player is teleported away after a push
from a player with the Frenzy skill, the second block cannot be taken.


A player can jump over an obstacle as part of his move, each „square“ of the jump costing a square of movement. Roll a D6 after making the jump, subtracting -1 from the
score if there are any enemy tackle zones on the squares being jumped from or to (note that you never get more than a -1 modifier no matter how many tackle zones
are around). The player adds +1 to the score if they have the skill „Leap“ and +1 if they have the skill „Very Long Legs“. If the score is greater than the number of
squares jumped over then they make it across safely. If the score is less than or euqal to the number of squares jumped over, or the dice rolls a „1‘“, the player falls
in the obstacle with the effects described below.
Just to mention - players of both teams and walls are not obstacles in this sense. Walls cannot be skipped. Players can only be skipped with the skill „Leap“.


LIQUIDS (lava, acid, soup etc.)
If a player is pushed into such a field, he is eliminated for the rest of the game. If this is the ballcarrier, the ball is then brought back into play randomly via one
of the teleporters. The same happens if the ball is scattered into such liquids.


All statues are treated as walls. A player maynot enter such a square. The football may be thrown over such squares, but there is a chance it will hit the obstacle.
Roll a D6 for each such square which breaks the centre line of the range ruler at any point between thrower and target, starting with the closest to the thrower.
On a roll of „1“ it hits the obstacle, halting ist flight, bouncing once from that square, and causing a turnover.