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- Joined: Tue Apr 10, 2012 6:19 pm
LRB3 page 29
A player using a secret weapon will not be sent off by the referee while the match is in progress (unless he decides to foul a player that has been knocked down, in which case the normal rules for fouling prone players apply).
Instead, the player remains in play until after a touchdown is scored or a half ends, and then the
opposing coach is allowed to make a Penalty roll to see if the referee kicks the player out of the game.
In order to make a Penalty roll, the opposing coach should roll 2D6. If the score equals or beats the secret
weapon’s Penalty roll (listed below), then the referee sends the player off for the rest of the match. Place the
player in the Dead and Injured Players box in the Dugout to show that he is not allowed to appear again for the rest of
of the game. A head coach can argue this call (see page 18).
If the dice roll is less than the weapon’s Penalty roll then the referee does not take any action this time, and the player may carry on playing in the match (although another Penalty roll
will have to be made if the player is used again).
Note that you must make a Penalty roll for a secret weapon if the player carrying it has been on the field,
even if he doesn’t actually use the weapon. In addition, if a Star Player armed with a secret weapon is used then
he must take his secret weapon with him – you can’t say that he has decided to leave the weapon in the Dugout in order to avoid the Penalty roll.
DEATH-ROLLER Penalty Roll: 7+
BALL & CHAIN Penalty Roll: 8+
BOMB Penalty roll: 8+
CHAINSAW Penalty Roll: 8+
BLUNDERBUSS Penalty Roll: 10+
POISONED DAGGER Penalty Roll: 10+
POGO STICK Penalty Roll: 10+
We could already see that "pogo stick" and "poisoned dagger" weren't concidered like "secret weapons" today, "blunderbuss" him have no utility in dungeonbowl because you can't use "hail mary pass". That concerned at 10+ penalty roll.
For others it's a 8+ or 7+ (only for "death-roller") penalty roll we can easoly think that we can make a 8+ penalty roll for "death-roller". For facilities of understanding and chiffered secret weapons is now a same skill.
Difficult will be to determinate "WHEN" do this penalty roll. This is my ideas :
0 - Everytimes player go to Dead and Injured Players box.
1 - At the end of turns 6, 12, 18, 24 et 30 (all 6 turns) : As a random playing phase.
2 - At the end of turns 8, 16, 24 et 32 (all 8 turns) : As a half.
3 - After 6 turns on dungeon for the player.
4 - After 8 turns on dungeon for the player.
Give your ideas and make your choice !
A player using a secret weapon will not be sent off by the referee while the match is in progress (unless he decides to foul a player that has been knocked down, in which case the normal rules for fouling prone players apply).
Instead, the player remains in play until after a touchdown is scored or a half ends, and then the
opposing coach is allowed to make a Penalty roll to see if the referee kicks the player out of the game.
In order to make a Penalty roll, the opposing coach should roll 2D6. If the score equals or beats the secret
weapon’s Penalty roll (listed below), then the referee sends the player off for the rest of the match. Place the
player in the Dead and Injured Players box in the Dugout to show that he is not allowed to appear again for the rest of
of the game. A head coach can argue this call (see page 18).
If the dice roll is less than the weapon’s Penalty roll then the referee does not take any action this time, and the player may carry on playing in the match (although another Penalty roll
will have to be made if the player is used again).
Note that you must make a Penalty roll for a secret weapon if the player carrying it has been on the field,
even if he doesn’t actually use the weapon. In addition, if a Star Player armed with a secret weapon is used then
he must take his secret weapon with him – you can’t say that he has decided to leave the weapon in the Dugout in order to avoid the Penalty roll.
DEATH-ROLLER Penalty Roll: 7+
BALL & CHAIN Penalty Roll: 8+
BOMB Penalty roll: 8+
CHAINSAW Penalty Roll: 8+
BLUNDERBUSS Penalty Roll: 10+
POISONED DAGGER Penalty Roll: 10+
POGO STICK Penalty Roll: 10+
We could already see that "pogo stick" and "poisoned dagger" weren't concidered like "secret weapons" today, "blunderbuss" him have no utility in dungeonbowl because you can't use "hail mary pass". That concerned at 10+ penalty roll.
For others it's a 8+ or 7+ (only for "death-roller") penalty roll we can easoly think that we can make a 8+ penalty roll for "death-roller". For facilities of understanding and chiffered secret weapons is now a same skill.
Difficult will be to determinate "WHEN" do this penalty roll. This is my ideas :
0 - Everytimes player go to Dead and Injured Players box.
1 - At the end of turns 6, 12, 18, 24 et 30 (all 6 turns) : As a random playing phase.
2 - At the end of turns 8, 16, 24 et 32 (all 8 turns) : As a half.
3 - After 6 turns on dungeon for the player.
4 - After 8 turns on dungeon for the player.
Give your ideas and make your choice !