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Dungeon Ball Rulebook

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Dungeon Ball gives 1-2 players a fast-paced, arcade style experience as they try to outwit and

outscore each other over the course of two halves of play. The player with the most points at
the end wins. Games take around 45 minutes.

While the monsters wait for more heroes to wander into the dungeon to meet their untimely
end, they bide their time by playing games they learned through torturing adventurers. For the
most part, they understand how to play, but they’re a little hazy on things like the rules against
cheating and whatnot.

SETUP
1. Place the game board within easy reach of both players. Place the scoreboard/time track
and number tokens within easy reach. Place the white cube on the “20” and the black cube on
the “9”.

2. Place the box lid with the field goal post printed inside it near the players.

3. Give each player a play selection board, a pawn, and six square defense cards in their
preferred color. Place the pawn on the center square of the play selection board.

4. Choose a team by taking that team’s five special ability cards and then place them face
down in front of you.

5. Flip a coin to determine who gets the ball first. The younger player chooses heads or tails
before the coin is flipped. The winner of the toss decides whether to start the game on offense
or defense. Give the coin to the player who starts on defense. They’ll begin the second half of
the game on offense.

6. The player starting on defense must select which end zone (the area at the end of each side
of the field) is theirs. The other end zone will belong to the player starting on offense. Your end
zone will not change throughout the game. You will begin drives on the red circle icon closest
zone will not change throughout the game. You will begin drives on the red circle icon closest
to your end zone, and you will attempt to score touchdowns and field goals on the opposite
end of the field.

7. Place the football die (with the number 1 face-up on the die) on the red circle with the
football icon in it that is closest to the offensive player’s end zone.

8. Give the offensive player the seven white dice, and give the defensive player the black die.

9. Give each player three lightning bolt-shaped momentum tokens.


Dungeon Ball Rulebook
10. The game is ready to begin.

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As the offense, youalhave
editarlos four
mismo "downs" or opportunities to score while you have the ball. A set
tiempo.
of four downs is called a “drive.” You'll select plays and roll dice in order to move down the
field. But the defense will be trying to outwit you and keep you from scoring. A turn plays out in
the following order:
NO, GRACIAS

1. The defense selects a defense card from their hand of six and plays it face down in front of
them.
DESCARGAR LA APLICACIÓN
2. The offense moves the pawn on their play selection board to select a play that is directly
2. The offense moves the pawn on their play selection board to select a play that is directly
adjacent to the square it currently occupies. You cannot stay in the same place, and you
cannot move diagonally.

[a]

3. The defense reveals their card. If the color matches the offensive play, the defense receives
one momentum token, and the offense loses the number of dice shown on the defense’s card.
If the color does not match, the offense adds the shown number of dice to their roll.

4. The offense now rolls the white dice. You start with five and then adjust up or down based
on the outcome of step three.

5. The offense may roll the dice a maximum of two times. Keep any number of dice after the
firost roll and reroll the rest. Time icons cannot be rerolled. Set aside all dice showing time
icons.

Compare the icons on the dice with the requirements of the play you selected (Red plays need
one cleat, Green plays need two balls, Blue plays need three balls).

Move the football die to the next space on the field, matching the selected play's color, once for
each time you meet the play’s requirements.
each time you meet the play’s requirements.

Example: A green play was selected (two ball icons needed) and the offensive player rolls 3
ball icons. The offensive player moves the football die to the next green space because the
green play’s requirement was met one time. Later in the game a blue play is selected (three
ball icons needed) and the offensive player rolls six ball icons. In this case the offensive player
moves the football die two blue spaces because the requirement was met two times.[b]

6. Reduce the time track[c] by one for every time icon that was set aside in step 5.

7a. If the football die was on 4 and the offense didn't score, the defense now becomes the offensive
player and takes over where the football die is with it reset to one; otherwise, increase the value of the
football die by one and return to step one.

TIME
When a time icon is rolled, set the die aside. You cannot reroll this die during this play. At the
end of your turn, subtract one time from the time track for every time icon that was rolled.

Halftime
When time hits zero the first time, the first half is over. The player who started the game on
defense now gets the ball on offense from their starting space[d]. Place the white cube back on
the 20 and the black cube back on the 9.

Final play of a half, end of game


When time runs out in a half, the offensive player may choose to run one more play per the
normal rules. If time icons are rolled during this play ignore them, but they still may not be
rerolled. After this play, the half is over.

If the first half has just ended, the player who started the game on defense now gets the ball
on offense from their starting space. Place the white cube back on the 20 and the black cube
back on the 9.[e]

If the second half has just ended, the game is over. The player with the most points wins. (If
the game is tied, refer to the Overtime rules on page seven.)

HAIL MARY PASSES


If there is no time left on the clock at the end of the half or the end of the game, the offensive
player may run one final play. They may choose to run a play like normal or attempt a Hail
Mary pass.

If they choose to attempt a Hail Mary, they roll five white dice attempting to roll five ball icons.
They get one reroll and may reroll any number of dice. (Time icons may be rerolled.) No
ability cards may be played. If all five dice show the ball icon after the rolls, the pass scores a
touchdown and is followed by an extra point or two-point conversion attempt.

MOMENTUM
Momentum allows you to play ability cards to be able to affect the game in various ways. You
gain momentum tokens in four ways.
1. You begin the game with three tokens.
2. You gain one token at the beginning of every drive. (Offense and defense.)
3. On defense, gain one token every time you correctly guess the color of the next
offensive play.
4. On offense, gain one every time you finish a roll with a lightning icon showing. Gain
one per icon.
one per icon.

ABILITY CARDS
Ability cards may be played at different times to affect the game. To play an ability card, you
must discard the indicated number of momentum tokens found in the card’s top right corner.

Cards with a star icon may only be played once during the game. Discard them after use.

Cards with a ½ icon may only be played once per half. After playing them in the first half, place
them face down in front of you. At halftime, place them back into your hand. After playing them
in the second half, discard them from the game.

If you’re on offense, you may only play offensive cards. If you’re on defense, you may only play
defensive cards.

When to play a card


Cards with a whistle icon must be played before or after the offense rolls the dice.

All other cards must be played after the offense is finished rolling their dice but before the
football die moves down the field. The defense gets the first opportunity to play a card and
resolve it. After the defense’s card is played, or after the player declines to play a card, the
offense may play a card. This may continue back and forth until a player declines to play a
card. A player may not play two cards in a row.

Abilities
Abilities
Many cards explain their ability on the card. Offensive cards with any icons on them add those
icons to your die roll.

Many Defensive cards cause the defensive player to roll the black defense die. If the icon
rolled matches an icon on the card, carry out the ability.

Player Board Abilities


The two card abilities found on the play selection boards are always available to play after the
offense finishes rolling their dice, assuming you’re able to pay the momentum cost. Juke
allows the offense to re-roll a die (except for time icons). And Big Hit gives the defense a
chance to either discard one of the offense’s dice or move the offense back a space or two.
These abilities may only be used once per play.

PUNTING
On fourth down, before selecting a play, if you are unable or don’t want to attempt to score a
touchdown or field goal, you may elect to punt the ball. To do so, simply place the ball on your
opponent’s starting space with the one side up. You’re now on defense, and they’re now on
offense.

This is a good way to avoid giving your opponent good field position.

SCORING
Whenever the football die lands on one of the final spaces on the board (blue, red, or green),
this is considered to be a touchdown, and the offense gains six points. The offense then either
chooses to attempt an extra point or attempts a two-point conversion. After that, the defensive
player becomes the offense and starts a new drive.

FIELD GOALS
If you are able[f] to move the football die so that it lands on or past the red circle near your
opponent’s end zone with the field goal post icon on it, you may attempt a field goal (explained
below) instead of selecting a play. If the field goal attempt is successful, you gain three points.

Whether it is successful or not, the defensive player becomes the offensive player and begins
a new drive from their starting space.

EXTRA POINTS
After scoring a touchdown, the offensive player must attempt either an extra point or a two-
point conversion. An extra point is worth one point if it is successful. A two-point conversion is
worth two points if it is successful. Whether it is successful or not, the defensive player
becomes the offensive player and begins a new drive from their starting space.

HOW TO KICK FIELD GOALS AND EXTRA POINTS


There are two ways to kick field goals and extra points. One is skill-based (or dexterity-based),
and the other is luck-based (or dice-based). You must select the way you’re going to play
before the game begins. Players may select different methods.
Skill-Based
Place the box lid with the field goal post printed inside of it so that it is in front of you. Then,
take the football die and toss it into the box. If the football die lands inside the green area
shown below, the kick is good. If it does not land inside that area, the kick is no good.

If the football die lands on one of the field goal posts (aka uprights), the die must be at least
halfway inside the posts to be good.

When tossing the football die, you must release it before your hand crosses over the box.

Luck-Based
To kick a field goal, start with five white dice. Subtract one die for every red space between
where the ball currently is on the field and the field goal post you’re aiming for. (The most dice
you can roll is four; the least is one.)

Roll the dice. As long as you roll at least one ball icon, the kick is good.

To kick an extra point, roll four white dice. As long as you roll at least one ball icon, the kick is
good.

TWO-POINT CONVERSIONS
After scoring a touchdown, you may choose to go for two points instead of kicking the extra
point. If you do this, place the football die on the football icon closest to your opponent's end
zone and run a play like normal. Choose a play based on where your pawn was when you
scored the touchdown.
If you're able to move enough spaces to get into the end zone, you gain two points.

Whether you score or not, the defense gets the ball on their starting space and they become
the offense.

ONSIDE KICKS
If there is five minutes or less remaining on the clock in the second half, and the
offense scores but is still losing, they may choose to do an onside kick to attempt to get the
ball back.

If the offense chooses to do an onside kick, they roll five white dice attempting to roll five ball
icons. They get one reroll and may reroll any number of dice. (Time icons may be rerolled.)
If all five dice show the ball icon after one or two rolls, that player continues as the offensive
player and starts a new drive with a new set of downs from the blue space in front of the
orange doorway.

If the onside kick is unsuccessful, subtract one from the time track, and the player that was just
on defense begins a new drive on offense from the blue space at midfield in front of the orange
doorway.

OVERTIME[g][h]
OVERTIME[g][h]
If both teams are tied when time runs out, you will go into overtime. For overtime, each player
will receive an opportunity to play offense to try to score.

Similar to how the game started, flip a coin to determine which player gets the ball first. That
player begins a new drive like normal. When their drive is over, the other player gets one drive
to either tie or win.

After the second drive, if the game is still tied, the players go into a second overtime and
repeat the process until there is a winner. However, the starting player alternates. The player
that began the first overtime on offense will begin the second overtime on defense.

In overtime, time icons on the dice do not matter. However, they still can’t be re-rolled.

SOLO MODE
To play the game by yourself, you’ll need the deck of AI cards to simulate your opponent.

The game plays out the same as in multiplayer mode, but you’ll use the AI deck any time you
need to make a decision about what your opponent does. Whenever a decision for the AI must
be made, simply draw the top card of the AI deck.

When the AI is on offense, use the icons in the top left corner to determine which offensive
play the AI selects by taking the first valid movement (up in this case) and moving the AI’s
pawn to that play.

If you played a defense card that is the same color as the offensive play, then the AI does not
advance on offense, and the football die increases by one.

If you did not play a defense card of the same color. Move the football die down the field the
indicated number of spaces found in the bottom left corner. If the play is blue or green, use the
number next to the ball icon. If the play is red, use the number next to the cleat icon. (So in this
case, if the AI chose a blue play, you would move the ball down the field two blue spaces.)

Whether the AI player moves down the field or not, subtract the indicated number of time (next
to the clock icon) from the clock.

Whenever it is fourth down, if the AI is in field goal range, it will always attempt to kick a field
Whenever it is fourth down, if the AI is in field goal range, it will always attempt to kick a field
goal. (Unless it could score a touchdown to win the game.) To attempt a field goal (or extra
point) draw the top card of the AI deck. If there is a checkmark in the top right corner, the kick
is good. If there is an X, the kick is no good.

When you’re on offense, select your play, and then draw the top card from the AI deck. If the
defensive play in the bottom right corner matches the color of the play you chose, subtract the
indicated number of dice from your roll. If it does not match, add the indicated number of dice
to your roll.

The AI does not have ability cards.

You may play offensive ability cards after your second roll just like in the multiplayer game.

You may play defensive ability cards that don’t have a whistle after a play in which you
guessed the offense’s play correctly. Cards with a whistle may be played in between offensive
plays. Please note that cards that affect offensive dice have no effect.

[a]So in this picture the offense can use "Sweep" "In 'N' Out" "Reverse" or "Deep Post"? A
caption to state that would avoid any ambiguity, or if that's not true, whatever is.
[b]This definitely needs a picture / graphic
[c]How exactly do I reduce the time track? Do I move the black cube that I put on the 9 or
the white cube that I put on the 20? Or something else?
[d]Which space is their starting space?
[e]Is just a repeat of the paragraph two paragraphs above?
[f]Does this mean if I am in a position where I am in theory capable of moving to the field goal
icon (so whenever I'm not on my own goal line and have a red play available) or do you
mean if the ball is already at or past that line? Because I'm able to move the football to that
point before I actually move it to that point.
[g]Can Overtime potentially go on forever?
[h]College style rules. So, yes.

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