Please note that the bulk of these rules originally appeared in White Dwarf #225. They have been heavily modified to suit the SVBBL. But to give credit where credit is due, these rules would not exist without Jervis Johnson's original article.
Qualifying matches during the Dungeonbowl tournament are played
according
to the normal SVBBL rules.
All teams that participate in at least 1 match during the Qualifying
round will participate in the Playoffs.
The top ranked teams will have a bye during the first round of the
Playoffs.
Playoff matches will be played according to Dungeonbowl Match Rules.
The following rules are not used in Dungeonbowl: Kick-Offs, Moving Turn Counters, Star Player Points for completions, and Team Wizards that cast spells that target the field.
Each dungeon has 6 Treasure Chests. 1
Chest
contains the ball. The remaining Chests contain explosive traps.
The coaches take turns placing the Chests.
Each Chest must be at least 8 squares from any
end zone square and at least 4 squares from another Chest.
Each dungeon has 6 Teleport Pads (numbered
from
1 to 6).
The coaches take turns placing the Teleport Pads.
Teleport pads may be placed in an end zone
square,
but no more than 2 teleporters may be placed in each end zone.
Each coach places 6 players in the dungeon. Each player must start in one of their end zone squares.
If a player is teleported more than once in a turn, they are injured. Roll immediately on the standard injury table (no armour roll is required).
If the ball scatters to a Teleport Pad, it will scatter again from that square.
If the Chest contains a trap, it explodes. All players adjacent to the chest (including the player who opened the Chest) are knocked over. Make an armour roll for every player knocked over. Remove the Chest. Opening a trapped Chest causes as turnover.
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Players can not move through a wall conrer. For example, a player in square A can't move to sqaure C. The player would need to move to square B then to square C. Similarly, square A is NOT adjacent to square C. Thus a player in sqaure A does not have a tackle zone on square C, nor can they handoff to square C, or open a chest in square C. Corners created by pits, obstacles, and treasure chests are not subject to these rules. |
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Only 2 squares on opposite sides of a door are considered adjacent. For example, square B is adjacent to X and Y (and A). However, square B is NOT adjacent to sqaure W. |
Team-mates may only be thrown at a Quick Pass distance.
You may NOT bounce team-mates off the wall.
Once per game, the team Apothecary may attempt to heal a player that has been teleported back due to an injury. The Apothecary must immediately do this, or the injury will be suffered as normal. (Note that the Wood Elf Sorceress also functions in this manner, except she may do this twice per game).
A player may not enter a square containing these sorts of obstacles. The ball may be thrown over these sorts of obstacles. Roll 1D6 for each obstacle square the ball passes through, starting with the closest square to the thrower. On a 1, the ball hits the obstacle and scatters 1 square from it. This is a turnover.
You may throw team-mates over obstacles. The same rules apply.
If a player is pushed or falls into a pit, roll immediately on the "An Injury" table. If this occurs during that players turn, it is a turnover.
If the player was holding the ball, the ball will reappear on a randomly selected Teleport Pad. Since the ball can't stay on the Teleport Pad, immediately scatter the ball 1 square.
If a ball ever scatters into a pit, it will reappear on a randomly selected Teleport Pad. Since the ball can't stay on the Teleport Pad, immediately scatter the ball 1 square.
Bone-Head/Really Stupid (additional): Roll 1d6 before teleporting this player from the Reserves box. On a roll of a 1 this player may not teleport in this turn. You may select another player to teleport in this turn.
Easily Confused (additional): If Thrud fails his Bone-Head roll, he thinks he's playing for the other team. He loses his tackle zone and is now controlled by the other coach. His tackle zone returns when he doesn't fail his Bone-Head roll.
Frenzy (clarification): If a coach does not take an action with a Frenzy player OR wandering monster before all other non-frenzy players and non-ball and chain players it is an illegal procedure.
Off For A Bite - Allied - (Complete Change): Roll 1d6 before setting
the player
up at the start of the match. On a roll of 1-3 this player may
not
set up at the start of the match. You may select another player
to
setup. Roll 1d6 before teleporting this player from the Reserves
box. On a roll of 1-3 this player may not teleport in this
turn.
You may select another player to teleport in this turn.
Off For A Bite - Vampire Team - (Additional): A Vampire that fails
to feed gains the Starving trait instead of going to the Dug Out.
This still counts as a Turnover.
Regenerate (additional): Once per turn, instead of Using the Magic
Sponge
or Teleporting a player from the Reserves box, you may roll to see if
the
player regenerates from the injury. 1-3 he continues to suffer
the
injury as normal (place the player prone in the Dead & Injured
box).
4-6 move the player to the Reserves box. A player may only do
this
once per injury.
Starving (new): A player with this trait is ST-1 and AG-1, gains
Wild Animal, may not use Team Re-Rolls, and may not pick up or catch
the ball. If the player
is holding the ball, it is dropped and immediately scattered. A
Starving player does not need to make an Off For A Bite roll. A
player may lose the Starving trait by successfully completing a Feeding
action.
Take Root (Complete Change): Roll 1d6 before setting the player up at the start of the match. On a roll of 1-3 this player may not set up at the start of the match. You may select another player to setup. Roll 1d6 before teleporting this player from the Reserves box. On a roll of 1-3 this player may not teleport in this turn. You may select another player to teleport in this turn.
Titchy (additional): titchy player must be set up AFTER non-titchy players have been setup. If there are no available end zone squares to setup a titchy player, the player must be setup in a square adjacent to an end zone square