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This lets the more powerful cards enter play and make for more unexpected fun. This is to balance the negative effect of having a player ko or even injured. As usual, "bonus play" side only will matter. When a player opens a chest, the standard effect connects (you either find a bomb or the ball) with the following variation: if you find an exploding bomb you will also take a random "endgame challenge" card. at the start of every turn, starting from the second, you can bring one player from the reserve into the dungeon using the portal (as in standard DB) OR take a bonus play card from the three that are displayed face-up, on the table (and replenish the three slots from the deck) play "bonus play" cards just like in BlitzB. at the start of a game, each team takes 3 random challenge cards (not endgame) only the bonus play side will matter
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sort the cards by the "challenge " and "endgame challenge" title If anybody here has access to the two games, I suggest you try it, and here is what we modified in order to play this variant:Ģ) victory condition is the DungeonBowl one (find the ball and score once)ģ) setup is from DungeonBowl: you setup the dungeon, then the treasure chests, then the portals, them the teams (you choose three players and deploy them in the dungeon on your touchdown zone, the remaining three are waiting in the pit)Ĥ) the challenge cards have no use in a game where the only goal is to find the ball and bring it ONCE to the touchdown zone, so you don't setup challenge cards (at least not on their "challenge" side)ĥ) the "bonus play", on the other hand, make for some much needed "take that" feel, so you use them this way: We play BlitzBowl and love it, so we went for a mix of the two games. We had recently bought DungeonBowl, and immediately discovered that the rules as written are too cumbersome for us. Yesterday night we played Blitz Bowl in the dungeon and had a lot of fun.
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Probably the definitive beer&pretzels game.only, with my 9yrs old son, it's more of a soda&sandwiches game.
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