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Dreadball: KickOff

Dreadball: KickOff Rulebook

Table of Contents

Table of Contents

  • Introduction: Contents
    • The Humans
    • The Marauders
    • Dice
    • Game terms
    • Markers
  • The Playing Board
    • Scoring
    • Other special markings
    • The ends of the playing field
    • Placement and movement of figures on the playing board
    • Measuring movement
    • Facing and threatened hexes
    • Keeping track
    • Winning the game
  • The DreadBall Rules
    • Dice rolls and tests
    • Dice roll sequence
    • Spectacular success ("Filmreifer Erfolg")
    • Coach dice
      • Check modifiers
  • Starting a Game
    • Throwing in the ball
    • Bouncing the ball
    • Playing an attack
    • Ending an attack
    • Actions
    • Free actions
  • Run (Rennen)
  • Sprint (Sprinten)
  • Substitution in (Einwechslung)
  • Substitution out (Auswechslung)
  • Slam
    • Pushing back
  • Armour Test (Panzerungsprobe)
  • Snatch (Entreissen)
  • Throw (Wurf)
  • Throwing a Strike (Einen Strike werfen)
    • Passing to team-mates
    • Throwing the ball at opponents
  • Stand Up (Aufstehen)
  • Extras
    • Sprint extra (Spurten)
    • Dodge (Ausweichen)
    • Picking up the ball (Den Ball aufheben)
  • Teams
    • Reading the squad list
    • Team values
  • Trontek 29ers
  • Greenmoon Smackers
  • Skittersneak Stealers
  • Midgard Delvers
    • Steadfast (Standhaft)

Introduction: Contents

DreadBall KickOff is a special starter box designed to let you start playing quickly. It contains everything needed to play, but not every possible component.

Once you have absorbed the rules and played the first few rounds, it is time for further parts of the DreadBall universe. You can add the referee and with him the special rules for fouls to your game, or expand the tactical possibilities with star players called MVPs and with playing cards.

If you have more players, you can even found your own league! This allows you to build up your teams over many games, to cheer with them over every Strike and howl at every injury, to learn new skills and to earn credits.

The Humans

The Trontek 29ers have three different player types: Guard, Jack and Striker.

The Marauders

The Greenmoon Smackers have only two player types, and each comes from a different race: the Orx Guard and the Goblin Jack.

Dice

There are three different dice colours in DreadBall. The home team uses the blue dice. This corresponds to the colour of its substitutes' bench, score track, etc. The visiting team uses red dice, according to its side of the playing field. The white dice are called coach dice and can be used by the coaches of both teams.

Game terms

In DreadBall, those who play the game are called team coaches. This distinguishes them from the figures on the playing field, who are called players and make up the team. The game is played as a series of rounds called attacks. During an attack a coach can perform actions with his players in order to gain control of the ball and to score points with a Strike. The team with the most points at the end of the 14th attack wins, or the one that builds a lead of 7 points.

Markers

Each coach has 5 team action markers. They serve as a reminder of all the actions he has already performed in his attack. These markers are white for the home team and red for the visiting team. The two track boards on the playing board also need markers, which record which attack is being played and who is winning. Some events affect particular players on the field for a certain time. Certain markers are used to show which player is affected by these events.

The Playing Board

The playing board represents a typical, modern DreadBall arena, as found in the purpose-built sports venues of the Central Planets. The playing field is divided into hexagonal spaces, each made of unbreakable neodurium composite, which is sometimes fitted with profiles or grips to give the players better footing while moving. This is not standard in every arena, however. Some arenas have completely flat playing surfaces, probably because blood can be washed off more easily that way...

Each hex space (also called a hex) is surrounded by a thin, extremely bright line, which also illuminates the players as they race across the field. The edge of the playing field is surrounded by a solid wall that follows the hexes and higher up merges into a smooth surface. Only the two entrances at the substitutes' benches interrupt this enclosure. The fans can look through the transparent carbonite walls, but cannot reach the players. At the same time they are protected from the ball. An arrangement that keeps losses low on both sides.

The base colour of the playing field is black. Some hexes are coloured or marked to identify special zones. The most important zones are the Strike zones. There are 6 Strike zones, 3 red and 3 white. Each consists of 8 hexes attached to a single Strike hex.

Scoring

The red and white hexes that make up these zones are marked with concentric circles. The target one tries to hit in order to make a Strike is the Strike hex, which is entirely in the colour of the zone.

A player can only throw a Strike (and score points) if he is in the Strike zone belonging to the Strike hex he is aiming at.

Each coach defends the three Strike zones of his colour with his team and tries to score in the Strike hexes of his opponent's colour. Of the three Strike hexes in which one can score, the two near the centre line are worth 1 point each, the third, more distant one 3 points, because it is harder to reach.

In addition, one extra point per Strike can be scored if it is thrown from the bonus hex (which is again more difficult). The bonus hex is the hex in the Strike zone furthest from the Strike hex, and is distinguished by colour from the other hexes. A bonus Strike is therefore worth 2 or 4 points, depending on which Strike hex was aimed at.

Other special markings

Besides the Strike zones and Strike hexes there are some other markings on the playing board. The hex on which the referee (available separately) would begin each game is marked with a black-and-white chequerboard stripe.

At both ends of the playing field is a single hex with a yellow border. These are the access hexes for the substitutes' bench, through which players enter and leave the arena. The arena can only be entered or left if the hex is not blocked by another player. When a player enters the playing field, the yellow hex counts as his first hex moved. If a player wants to leave the playing field, he must enter the yellow hex to do so. No player may stand on the access hex of the opposing team.

Note that players only leave the playing field in this way if the respective coach wants to take them out of the game. If they are injured, they are placed immediately on the corresponding area of the bench - they do not have to move to the access hex first.

In the middle of the playing field is a row of hexes with green DreadBall logos. These mark the path of the ball after the throw-in. The two yellow lines along the hex edges in the middle of the playing field mark the start line of both teams. No player may be set up between these two lines. However, this only matters during the kick-off set-up at the start of the game. Once the game is running, there is no holding back!

The ends of the playing field

Two further important zones are on the playing board: on each side a substitutes' bench and a penalty bench. Both are colour-coded: white belongs to the home team and red to the visitors.

The substitutes' bench serves only as a waiting room for healthy players. With a squad of 8 players, 6 of them on the field at the start of the game, two players sit on their team's substitutes' bench at the start.

Players who have been injured and need medical care before they can take part in the game again are sent to the penalty bench. The penalty bench comprises the zones marked 1, 2 and 3. When a player is injured, he is placed on his team's penalty bench. The zone he is placed in (1-3) indicates how many of his own turns he cannot take part in the game. At the end of each of his own attacks, the players on the penalty bench are moved to the zone with the next lower number. First, players from zone 1 are moved to the substitutes' bench and are thus ready for the next round. Then the players from zone 2 are moved to zone 1 and those from zone 3 to zone 2.

Note that players can never move onto the playing field directly from the penalty bench.

In DreadBall KickOff there is no referee, and so nobody to see and punish fouls. With the referee from the expansion sets you can also put the penalty bench to its actual purpose - taking penalised players out of the game.

Placement and movement of figures on the playing board

Each player figure occupies one hex and should be positioned so that it is clearly visible which hex it stands on and which of the six possible directions it faces. When a player is knocked down, he still occupies only one hex. The ball is the only "figure" that can share a hex with another figure (and only when the ball is picked up and carried). A ball can also be thrown over a figure lying on the ground. Figures may not move through a hex that already contains another figure, no matter whether it is a team-mate or an opponent. It also makes no difference whether the figure is standing in the hex or lying on the ground. This restriction prevents a figure from being pushed back into a hex in which another player already is.

Measuring movement

Example: Measuring movement.

Measuring distances is easy: simply count the number of hexes from the figure to its destination. The destination hex is counted, but not the hex on which the figure starts. For example, in the diagram the Goblin in hex A is 3 hexes from Strike hex B. A is 7 hexes from his team-mate in hex C, who in turn is 2 hexes from D. Whenever a distance is counted, for whatever reason, the shortest possible route must always be chosen. However, it will happen again and again that there are two or more equally short routes. Which one is chosen then? The coach who controls the chosen player on the field decides. Often it does not matter which route is chosen, but sometimes, e.g. with a throw, the choice of route can be decisive. The diagram shows two possible routes from A to B (blue and green), both 3 hexes long. There is a third route of 3 hexes that was not drawn in. Where does it lead?

Facing and threatened hexes

All player figures on the playing field (except the ball) have a facing as long as they are standing upright. This means that the field player represented by the figure looks in a particular direction. Figures that have fallen over have no facing.

Facing plays an important role during the game. Standing player figures (except the ball) have 3 hexes in their front area that they threaten, the so-called threatened hexes ("Drohfelder"). Opponents in these hexes risk being knocked down, grabbed or otherwise hindered. Threatenable hexes allow a player figure to exercise a certain control over its surroundings. The fact that fallen players cannot threaten any hexes gives Guards even more incentive to knock their opponents down.

Example: Front/back area.

The player looks in the direction of the arrow. Every player has a front and a back area, as shown in the diagram. The dividing line between the two areas is at right angles to the facing. This imaginary line extends to the edge of the playing field. Every hex on the playing field is therefore either in the figure's front or back area. If the imaginary line divides a hex (like A and B here), it always counts as being in the front area.

Example: Threatened hexes.

The player looks in the direction of the arrow. The three adjacent hexes in the player's front area are called threatened hexes (marked red here). If an opposing player stands in one of these hexes, he can receive penalties on his dice rolls. More on this later.

Example: Ball bounces.

The unusual shape of the sides of the playing field can make the ball bounce uncontrollably. When a ball hits the wall at the edge of the playing field, it can bounce in two possible directions, depending on which part of the wall it hits.

When a ball hits the edge of the playing field, it bounces. Here the ball moves from hex B against the wall of the playing field. With a straight line, the ball would bounce back into the hex from which it came. Therefore the rule applies that the ball lands at the other possible corner of the hex and so rolls in the direction of hex C. The only exceptions are the corner hexes of the playing field, as symbolised by A and D. If the ball rolls into a hex which has three (instead of two) sides forming the edge of the playing field (one hex in each of the four corners, as well as one hex in each of the points between the team benches), it rolls back in the direction from which it came.

Keeping track

The playing board has two track boards along the long sides, on which values can be recorded. On one side are the numbers from 1 to 14. These indicate which attack is currently being played. Attack is the DreadBall term for a team's round and is made up of several individual actions. The home team always begins the game and uses the white markings for its attacks. The visiting team's attacks are always in red.

On the other side of the board is the score track. It works unusually, since not the absolute points but the point difference between the teams is shown. The score marker lies at 0 at the start and moves towards the coach who scored last, according to the points scored. If, for example, player A has scored a Strike worth 2 points and player B previously a Strike worth 4 points, the track shows 2 points in favour of player B. For this reason there is only one marker for this track.

Remember that a player's points are shown in his own colour: white for the home team and red for the visitors. A red 2 on the score track therefore shows that the visiting team leads by 2 points.

Winning the game

If there is ever a difference of 7 points in favour of one team in a game, it wins immediately with a landslide victory. The other team has obviously been outplayed and has no reason to continue. If the game reaches the end of the 14th attack without either side having built a lead of 7 points, the team with the higher score wins. If the difference at the end of the 14th attack is 0 points, the teams were equally good. However, the DreadBall officials do not like a draw, so in such a case a "Sudden Death" final takes place. The game continues as normal after the end of the 14th attack, but the marker is reset to round 1. In Sudden Death play continues normally, but with the following exceptions:

  • The team that scores a point first wins the game.
  • No player can enter the playing field. It does not matter whether he was taken off the field because of a foul, an injury or a coach's decision. No field player re-enters the playing field during Sudden Death.
  • If at any time only one team has players who can make a throw - and thus score - that team wins the game.
  • In the very rare case that both teams lose their last Jack or Striker at the same time, or both teams have none left when Sudden Death is called, the game is nevertheless scored as a draw - the fans are disappointed!

The DreadBall Rules

Dice rolls and tests

With a few exceptions (explained in the relevant sections), all dice rolls are handled in the same way. They are described in a standard format that contains the following:

  • The number of dice to roll (normally 3).
  • The value each die must reach or exceed for a success (Strength, Speed, Skill or Armour).
  • The number (in brackets) of successful rolls needed to achieve the goal. If this number is (1), only one successful roll is needed to pass the test.
    • If this number is (X), then the result is compared with the opponent's result to determine the winner.
    • If this number is (123), then the player's first attempt needs 1 successful roll and each subsequent attempt of the same action needs +1 successful roll per attempt. The second attempt needs 2 successful rolls, the third 3, the fourth 4 and so on. This also applies if the attempts are not made into adjacent hexes. They must, however, be made within the same action.

E.g. a 3-dice Skill test (1) means that 3 dice are rolled and every result that equals or exceeds the player's Skill value is a success. If at least 1 success is rolled, the test is passed.

Another example: a Sprint extra ("Spurt") is a 3-dice Speed test (123). That is, 3 dice are rolled and each that equals or exceeds the player's Speed value counts as a success. If this test is made for the first time during that player's action, only 1 success is needed to pass the test. If it is the 2nd attempt, two successes are needed, etc.

Dice roll sequence

Making a dice roll "normally" means:

  • The number of dice to roll is determined. Normally that is 3 per test, but it can differ.
  • All modifiers (which are listed in the explanation of the test) are applied to the roll.
    • Important! Modifiers always increase or decrease the number of dice to roll. They never modify the number that must be rolled with a single die.
    • If the modifiers reduce the number of dice to roll to 0 or less, no dice are rolled. The roll cannot be made unless coach dice are used (explained below).
  • The value that must be rolled with each die at minimum is determined. The required value never changes, only the number of dice.
  • All dice are rolled at the same time, but each die is read individually.
    • A result other than 6 is compared with the corresponding value. If the specified value was rolled or exceeded, a success has been achieved. If lower was rolled, the roll was a failure.
    • Each die showing a 6 counts as a success and allows the roll of an extra die. If the extra die also shows a 6, that also counts as a success and a further extra die is rolled. Dice are rolled until no more 6 is rolled. A 6 is therefore sometimes called an "exploding six".

The number of successes is added up to determine whether the test was passed.

So if a Human Jack with a Speed of 4 tries a Sprint extra, this is a 3-dice Speed test (123). The Jack rolls 3 dice and gets 1, 2 and 4. The 1 and 2 are lower than the Speed value and so are failures. The 4, however, equals the value and is therefore a success.

If this were the first Sprint extra during his action, he needs only one success for a successful test. If his coach decides that he should sprint a further hex, he must roll again. The same 3 dice are used, and again each must equal or exceed the Speed value. Since this is a (123) test, the second attempt in this action needs 2 successful dice rolls to succeed. Suppose the Jack rolls 2, 3 and 6. So far he has only one success (the 6) and has therefore failed the test. But wait! He rolled a 6, which not only counts as a success but also earns him an extra die. He rolls a 4 with it, which makes the two successes needed for the test, and the Sprint extra can be performed. Had the Jack rolled a 6 instead of the 4, he would have received another extra die, and so on, until he no longer rolls a 6. In this way a coach blessed with luck can roll more successes than he has dice!

Spectacular success ("Filmreifer Erfolg")

In some cases, exceeding the target value or an opponent's result by double triggers a reinforced effect. Where this is the case, it is listed.

Rolling 2 successes when only (1) was needed counts as a spectacular success, as does 4 against (2), 6 against (3), etc. As far as this game is concerned, when the opponent has 0 successes, only 1 success of one's own is needed for a spectacular success. The action has ended with a spectacular result and the fans cheer in their seats.

Example: A Human Guard and an Orx Guard are at the kick-off. The Orx performs a Slam against the Human. The Human decides on a counter-slam (see page 14). There is a brief fight. The Slam and counter-slam are both 3-dice Strength tests (X). The Human has a Strength of 4+ and the Orx of 3+. Both field players receive +1 die because they are Guards. It is assumed that no other modifiers apply. The Orx Guard rolls 2, 3, 3 and 5, which gives 3 successes.

The Human rolls 1, 3, 6 and 6, which gives 2 successes; because of the two 6s he can roll two extra dice. These show 4 and 6, so another extra die may be rolled. The result is a 1, so the Human achieves 4 successes in total.

Since this is an (X) test, the total number of successes is compared. The Human wins 4 to 3. Had the dice results been swapped, the Orx would have won 5 to 1 and would thus have more than doubled the Human's result, triggering a spectacular effect (see e.g. page 14).

Coach dice

Each team begins the game with the number of white coach dice listed in its squad list. Each coach die can only be used once per game. They differ in colour from the other dice so that they are not accidentally mixed with the other dice.

They can be used during one's own or the opponent's attack with any normal test of a player. It can be any kind of test that uses the normal dice mechanism explained above, e.g. when slamming, ducking, dodging, sprinting, throwing, etc. They cannot, however, be used e.g. for the bouncing of balls, because these are not normal tests. Coach dice are added after all modifiers have been applied. Note that modifiers cannot reduce the number of dice below 0. If negative modifiers have reduced the number of dice to roll to 0, coach dice can be used to make this "impossible" roll after all.

You can use as many of the coach dice available to you as you wish and assign them to a dice roll before rolling. They are treated like the other dice. A 6 is also an "exploding six" for them. As soon as a coach die has been rolled, it is removed from the game.

Check modifiers

It is always advisable to re-read the exact wording of a modifier before a roll. Pay particular attention to those that affect you when you are on threatened hexes. For tests in which you roll directly against another player, the threatened hex is usually not counted, e.g. with a Slam. If, however, no opposing test is made, the threatened hexes count, e.g. with a Sprint extra. This is a subtle but important difference!

Starting a Game

Setting up a game is very simple; just follow these steps:

  1. Each coach rolls a die. The coach with the highest result may decide which team is the visiting team and which is the home team.
  2. Place the playing board between the two coaches, with the home and visitors' sides aligned with the corresponding team.
  3. Place the score marker on zero and the attack marker on the attack track next to the 1.
  4. Each coach receives 5 team action markers and the dice of his colour.
  5. The coach of the home team now places up to 6 players as he likes on his side of the playing field, bounded by the start line. He places the rest of his team on the substitutes' bench. Note that 6 players is always the maximum allowed number of players on the playing field.
  6. The coach of the visiting team places up to 6 players as he likes on his side of the playing field, bounded by the start line. He places the rest of his team on the substitutes' bench. Note that 6 players is always the maximum allowed number of players on the playing field.
  7. The first set-up, in which both teams face each other, is called the kick-off ("Anspiel").
  8. The ball is thrown in and the home team's coach begins the game by moving the attack marker to 1 and performing the first attack.

Throwing in the ball

At the start of the game and after every successful Strike, a new ball is thrown onto the playing field. This is done as follows:

The ball is thrown in along the start line of the playing field - from the point of view of the coach beginning with the first attack - from the left. 1 die is rolled to determine how far it flies. Only the hexes with the green DB logo count for the throw-in distance. Now three things can happen:

a. The ball flies 1-5 hexes without hitting anything. Then it stays where it lies. Continue with step 2.

b. The ball flies 5 hexes without having hit anything, but a 6 was rolled. That is, it hits the opposite wall and bounces. Now a second die is rolled. On a 1-3 it bounces in the direction of the attacking coach, on a 4-6 in the other direction. According to the following diagram, the ball moves with its sixth movement onto one of the two hexes.

c. There is a player on one of the hexes through which the ball flies. Then:

  • i. The player must try to catch the ball if he would normally be able to. This counts as an inaccurate pass.
  • ii. The player cannot catch the ball because he is a Guard or is facing in the wrong direction. The ball then bounces off this hex.

The attack continues until one of the players of the attacking team fails to catch the ball.

Example: For this example the ball in the diagram must deviate. In this case the home team's coach rolls, so direction 1 points away from his end of the playing field. If the direction roll is a 3-6, the ball can bounce as far as the range die indicates. On a 1 or 2, however, it hits a field player if the range roll shows more than a 1.

Player A cannot see the hex from which the ball begins its movement, so he cannot try to catch it. If the range roll shows 2 or more, the ball hits player A and bounces off his hex. The bounce direction in this case is the same as in the original bounce, since player A faces in the same direction.

Player B can see the hex from which the ball begins its movement and must therefore try to catch the ball. This counts as an inaccurate throw, so he has no dice available unless he receives a bonus or uses coach dice. If he does not catch the ball, the effect is the same as for player A, except for the bounce direction, since he looks in a different direction.

Bouncing the ball

Most of the time the field players control the ball. That is not always the case, though, and whether they botch a Strike or the ball is knocked out of their hands by a Slam, the ball always bounces in the same way.

  1. Direction 1 is determined. This depends on whether the ball bounces off a standing player or not.
    • a. If it bounces off a standing player, direction 1 is the direction he faces.
    • b. If it bounces off a fallen player or an empty hex, direction 1 always points directly away from the coach making the dice roll.
  2. A die is rolled for the direction. Starting at direction 1, the 6 numbers are assigned clockwise around the hex. The number rolled gives the direction.
  3. A die is rolled for the range. This is how far the bounced ball rolls.
  4. If the ball hits a standing player before it has moved its full range, two things can happen:
    • a. The player must try to catch the ball if he would normally be able to. This counts as an inaccurate pass. When determining whether the player who wants to catch the ball can see it, the hex from which the ball originally bounced is treated as if it were the thrower. A player can achieve a spectacular success when catching a bounced ball and receives the normal bonuses for it (see page 17), even during an opposing attack. In such a case the opponent can continue his interrupted attack as soon as the free action(s) of the interrupting player have been resolved.
    • b. The player cannot catch the ball because he is a Guard or is facing in the wrong direction. The ball then bounces again from this hex.
  5. Fallen players do not stop a bouncing ball if it flies over them, but it bounces once more if the ball ends its movement on their hex.

Playing an attack

An attack consists of the following steps:

  1. The attack marker is moved on one space.
  2. A team action marker is spent for a player.
  3. The action is resolved.
  4. Steps 2 and 3 are repeated until the attack is over.
  5. End of the attack.
    • a. The figures on the penalty bench are moved one space in the direction of the substitutes' bench.
    • b. The 5 team action markers are taken back again.

Ending an attack

An attack can end in four ways:

  1. The team makes a successful Strike.
  2. The coach does not want to do anything more.
    • There is no rule that says a coach must do anything during an attack. He can perform as many (or as few) actions as he wants (unless the attack ends for other reasons). If a coach thinks one of his players should stay where he is standing, then that is how it is!
  3. The coach has no players to act with, or no actions left that he can use.
    • Each player can potentially act more than once; the maximum for a single player is 2 team actions and 1 special movement in one attack.
  4. The team loses the ball. This can happen by:
    • Failing to pick up the ball.
    • Failing to catch the ball.
    • Failing a Strike.
    • The ball being thrown at another player.
    • The player falling while holding the ball.

In all these cases the ball bounces. As soon as one of the above four cases applies, the current attack ends. The remaining parts of the current actions are still resolved (bouncing the ball, etc.), then the "end of the attack" step is resolved. The opposing coach then begins the next attack by moving the marker on the attack track on by one number.

Important: if, in all variants of case 4, the bouncing ball is caught by a team-mate of the team that dropped the ball (possibly even by the same player), the attack is not yet over. In addition, a distinction must be made between a player falling with the ball in his hands and a player falling onto the ball. If a player falls into a hex in which the ball is already lying on the ground, the ball bounces. The attack is not ended by this. The same also applies to a Guard who moves into a hex in which a ball is. If players fall while carrying the ball, they drop it, whereby the ball also bounces. The attack is not ended by this either.

Actions

During an attack you can spend your 5 team action markers. Each marker spent "buys" an action for a player. At the end of one's own attack all team action markers are taken back so that they can be used again in the next attack. In a single attack a player can receive a maximum of 2 actions through team action markers. Free actions do not count towards this limit. As soon as a team action marker has been spent, a player is named and it is declared which of the actions listed below he is to perform. Note that many actions are restricted to one or two player types (given in brackets after the action's name). A player who is not of the required player type can on no account perform the corresponding action. Note that a player can act more than once in an attack. These actions do not have to follow one another. A coach can therefore choose player A and act with him, then choose player B and use an action on him, and finally perform a further action with player A. However, free actions must be performed immediately after the corresponding player has earned them, otherwise they are lost.

Don't forget! Modifiers always increase or decrease the number of dice to roll. They never modify the number a single die must show for a success.

Free actions

In some cases in which a field player performs an action especially well, he receives a free action. This is exactly what it sounds like: an action that costs no team action marker.

By clever play a single player can perform far more actions than his limit of 2 actions per attack would normally allow. In fact he can even score without having bought any actions at all!

Run (Rennen)

Every player.

A Run action is flexible and is not restricted by facing or turns.

The player moves a number of hexes up to his maximum (the Move value). He can only move beyond the maximum if he risks a Sprint extra (see page 18). During a Run action a player can turn freely. Turns do not count towards the distance moved.

Sprint (Sprinten)

Every player.

A Sprint action must "pay" for turns, so one moves in as straight a line as possible. Even though movement is doubled when sprinting, one does not get very far if one follows the path in the example.

The player moves a number of hexes up to his maximum (the Move value). He can only move beyond the maximum if he risks a Sprint extra (see page 18).

In a Sprint action the player must move into the hex directly in front of him (i.e. the middle one of his 3 threatened hexes). Each 60-degree turn (one side of the hex) that the player makes counts as a hex moved.

[Note on the German text: the movement allowance for Sprint is printed as identical to Run, "up to his maximum (the Move value)", although the caption says movement is doubled when sprinting. It is transcribed here as printed.]

Substitution in (Einwechslung)

For a player to be substituted in, i.e. for his figure to be moved onto the playing field, it must be on the substitutes' bench (not on the penalty bench) and an action must be applied to it that allows it to move at least 1 hex. This first hex must be the yellow access hex next to one's own substitutes' bench. This move costs one movement point, as for any other hex. The rest of the action is resolved normally. Note that a player can only perform a Slam, etc. if he is actually on the playing field. It is therefore not possible if he is still on the substitutes' bench and wants to go onto the playing field.

Substitution out (Auswechslung)

This corresponds to entering the playing field, but in reverse. The player must leave the playing field via the yellow access hex and have enough movement left to be able to move onto the substitutes' bench, which counts as a further hex. One can only move onto one's own substitutes' bench, never onto the opponent's.

Note that this way of removing the player from the playing field only has to be used if you want to take him out of the game on purpose. Players who leave the playing field because of an injury are removed from the playing field immediately and placed in the corresponding area of the penalty bench.

Slam

Jack or Guard.

The players look in the direction of the arrow. When a figure is moved "away" from an attacker, this is resolved in one of two ways, depending on whether or not the attacker stands adjacent to the moving player. In both cases the attacker's relative position determines the direction of movement.

If Guard A slams Jack X and pushes him away, this must be into one of the three hexes marked A.

If Guard B is the target of a throw, the direction is determined by whether the throwing figure stood in the target's front or back area. The Slam is handled as if the throwing figure stood adjacent to the target, either directly in front of or directly behind the target. Jack Y would therefore move Guard B into one of the hexes marked Y, and Jack Z would move player B into one of the hexes marked Z.

A Slam is a brutal attempt to clear an opponent out of the way or to put him out of the game for good! A Jack can move up to one hex before performing a Slam and can turn "for free" while doing so if he wants. He cannot Sprint as part of this action, but may have to perform a Dodge action. A Guard can perform a full Run action as part of a Slam. With regard to modifiers this then counts as a single Slam action. A Guard can Sprint and, during this Run action, must dodge quite normally if necessary. When the movement is finished, a target must be named. This must be a single standing opponent who is in one of the 3 threatened hexes of the slamming field player. The target can decide to duck or to perform a counter-slam. Ducking is available to every player. A counter-slam is only possible if the target player is a Jack or Guard and the slamming player is in one of his 3 threatened hexes.

Depending on what each player chooses, different tests are made:

  • Tie: Both players turn so that they face each other directly.
  • Slam: a 3-dice Strength test (X).
    • +1 if the player is a Guard.
    • +1 if the player did not begin in a hex adjacent to the target but moved into one during this action.
    • -1 per opposing player threatening the hex the player is in (the target is ignored; maximum of -2).
  • Counter-slam: a 3-dice Strength test (X).
    • +1 if the player is a Guard.
    • -1 per opposing player threatening the hex the player is in (the target is ignored; maximum of -2).
  • Duck: a 3-dice Speed test (X).
    • +1 if the player is a Striker.

Then the total number of successes is compared and the outcome determined.

Tie: Both players turn so that they face each other directly.

Slam / counter-slam wins: The losing player is pushed into one of 3 hexes in a direct line away from the winner (see diagram). The winning player decides which. He may follow into the hex just vacated, but does not have to. The losing player is turned so that he looks directly at the hex he has just left. The winning player is turned so that he looks at the target player (if he followed up) or at the hex in which the target player previously stood (if he did not follow up).

Spectacular Slam: The losing player is pushed back as described before, then he is knocked down and finally must make an Armour test. The target value of the Armour test equals the difference between the total successes of the player who won the Slam and the successes of the losing player.

Duck wins: The ducking player can face in any direction. The slamming player turns so that he looks directly at the ducking player.

Spectacular Duck: The ducking player can move 1 hex in any direction and does not have to dodge when doing so. He can then face in any direction. The slamming player turns so that he looks exactly at the hex the ducking player has just left.

Pushing back

Sometimes one or more hexes behind an opponent are already occupied. In this case the player cannot be pushed into a hex which he normally cannot enter. If all 3 hexes behind an opponent are already occupied, he cannot be pushed back. If the opponent is defeated by a spectacular Slam in such a case, he falls over in the hex in which he already stands.

Armour Test (Panzerungsprobe)

In DreadBall the protective equipment a player wears is tied to his role on the playing field and not to the team he plays for. The maximum protection is prescribed by the DreadBall supervisory board. All Jacks therefore have the same Armour value, no matter which side they play for. The same applies to all Guards and Strikers, as the following table shows.

Player roleArmour value
Guard4+
Striker5+
Jack4+

An Armour test is a 3-dice Armour test (X). The only modifier applies to Guards, who receive +1 die.

Each success in this roll cancels one potential point of damage. If the total number of successes equals the damage inflicted (or exceeds it), the player remains unhurt. If not all damage was warded off, the player is sent off the playing field to recover. The number of rounds he needs to recover (and the area of the penalty bench he is placed on) equals the sum of the damage not prevented. If the damage is 4 or more, the player was killed and is removed from the game.

Example: A Veer-myn Striker has just been slammed by a Human Guard. The Veer-myn rolled only 2 successes when ducking, while the Guard rolled 6 successes with his Slam. The Slam more than doubled the Duck (6 successes against 2) and thus counts as a spectacular Slam, so the Veer-myn is pushed back, knocked down and must also make an Armour test. The damage to be prevented is 4 (6 Slam successes - 2 Duck successes). The Veer-myn rolls 3 dice for this (as this is the normal number of dice for an Armour test) and needs 5+ on each die for a success. He rolls 1, 4 and 6. This already gives one success, and thanks to the 6 he can roll once more and achieves a 5. Together this makes 2 successes. Since his armour failed to prevent the 4 damage completely, he is sent off the playing field for 2 rounds to recover (4 damage - 2 successes). The figure is placed in zone "2" of the penalty bench.

Snatch (Entreissen)

Jack or Striker.

Snatching is a cunning way of turning the game around by taking the ball from an opponent before he can score. A Jack can move up to 1 hex before performing a Snatch action and can turn "for free" while doing so if he wants. He cannot Sprint as part of this action, but may have to dodge. A Striker can perform a complete Run action as part of the Snatch. This counts as a single Snatch action as far as other actions are concerned. A Striker can Sprint and may have to dodge as part of his Run action. When the movement is finished, a target must be named. This must be a single standing opponent who carries the ball and is in one of the 3 threatened hexes of the snatching player.

The target can choose to duck or to counter-slam. Ducking is available to every player. The counter-slam is only possible if the target player is a Jack or Guard and the stealing player is in one of his 3 threatened hexes. Depending on what each player chooses, different tests are rolled:

  • Snatch: A 3-dice Speed test (X).
    • +1 if the player is a Striker.
    • -1 per opposing player threatening the hex the player is in (the target is ignored; maximum of -2).
  • Counter-slam: A 3-dice Strength test (X).
    • +1 if the player is a Guard.
    • -1 per opposing player threatening the hex the player is in (the target is ignored; maximum of -2).
  • Duck: A 3-dice Speed test (X).
    • +1 if the player is a Striker.
    • -1 per opposing player threatening the hex the player is in (the slamming player is ignored; maximum of -2).

The total number of successes is compared to determine the result. The results are the same as for a Slam (previous page), except when the snatching player wins.

Snatch succeeds: The ball is knocked out of the losing player's hands. The ball bounces immediately.

Spectacular Snatch succeeds: The winning player takes the ball from the loser.

Throw (Wurf)

Jack or Striker.

The acting player tries to throw the ball in order to pass it to a team-mate, to hit a Strike hex and score, or to hit an opponent with it and injure him. A Jack can move up to 1 hex before throwing and can turn freely while doing so if he wants. He cannot Sprint as part of this action, but may have to dodge. A Striker can perform a complete Run action as part of a Throw. This counts as a single Throw action as far as modifiers, etc. are concerned. A Striker can Sprint and may have to dodge as part of his Run action.

When the movement is finished, a target must be named that the player can see. This must be either a team-mate, an opponent or the Strike hex belonging to the Strike zone in which the thrower stands. A Strike hex can be declared the target even if an opposing player stands in it, but not if the throwing player himself stands on that hex. Note that if an opposing player stands on the Strike hex, the Strike attempt must be resolved first. If the Strike was botched, the throw is treated as if it had been a throw at the opposing player (the dice are rolled again, with the corresponding modifiers).

But how does one know whether the player can see his target? First of all it makes no difference whether it is a player or the Strike hex: both must be in the front area of the throwing player (see diagram on page 6). Second, there must be a clear path between the thrower and his target. Always remember that the distance must always be calculated by the shortest possible route, but there may be several equally short routes (see diagram on page 6).

If all the shortest possible routes pass through a standing player or the referee, the throw is blocked. If at least one of the shortest possible routes leads only over empty hexes or fallen players, the target can be seen and the throw attempted.

If the throw goes to a team-mate, he must be able to see the throwing field player and be either a Jack or a Striker. The ball cannot be thrown to a team-mate who cannot catch the ball. This would go against the training of the player concerned and would only lead to unnecessary loss of the ball. In all cases the target must be in the front area of the player. The throwing player makes a Skill test, the number of dice of which depends on the distance between the thrower and his target:

DistanceDice
1-3 hexes3 dice
4-6 hexes2 dice
7-9 hexes1 die

The maximum throwing distance a player can throw the ball is 9 hexes. The test is modified by:

  • +1 if the thrower is a Striker.
  • -1 if the target is a Strike hex.
  • -1 if the player has moved or turned during the Throw action.
  • -1 per opposing player threatening the hex the thrower is in (maximum of -2).

A throw that achieves no successes is called "inaccurate".

Throwing a Strike (Einen Strike werfen)

Jack or Striker.

Throw is inaccurate: The ball bounces off the Strike hex.

Throw is successful: Strike! The points are recorded on the score track, the current attack ends and a new ball is thrown in.

Spectacular Throw: Strike! The points are recorded on the score track, the current attack ends and a new ball is thrown in.

Passing to team-mates

If the target was a team-mate, throwing the ball alone is not enough. It must also be caught. Catching the ball is a Skill test (1) with a variable number of dice. The basic number of dice comes from the successes of the player who threw the pass: 1 die per success. This is modified by:

  • +1 if the player is a Striker.
  • -1 per opposing player threatening the hex the thrower is in (maximum of -2).

Note that even an inaccurate throw can be caught by a Striker if he has +1 die. One can also use a coach die to try to catch the inaccurate throw with a Striker or Jack.

Note further that catching the ball is not an action, whether it was thrown by a team-mate or bounced by chance.

Catch failed: The ball bounces off the catching player's hex. The attack ends.

Catch successful: The catching player now has the ball. The attack continues if the coach still has team action markers he can use.

Spectacular Catch: The catching player now has the ball and immediately receives a free action. This can be either Run or Throw.

Throwing the ball at opponents

Sometimes a desperate situation calls for desperate measures. This is one of them. Throwing the ball at an opponent is not a foul, but ends one's own attack, so it should not be done lightly. And yet there are times when using the ball as a weapon is the only sensible thing to do. The throw is resolved as explained before. If the target player has the thrower in his front area, he can try to duck the ball. If the target cannot duck, he is treated as if he had rolled no successes.

Duck: A 3-dice Speed test (X).

  • +1 if the player is a Striker.
  • -1 per opposing player threatening the hex the player is in (the throwing player is ignored; maximum of -2).

Throw wins: The losing player is pushed into one of 3 hexes in a direct line away from the winner (see diagram on page 14). The winning player decides which of the three hexes. The losing player is turned so that he looks directly at the hex he has just left. The ball bounces off the target's original hex. The attack ends.

Spectacular Throw: The losing player is pushed back as described before, then knocked down and finally must make an Armour test. The target value of the Armour test equals the difference between the total successes of the player who won the throw and the successes of the losing player. The ball bounces off the target's original hex. The attack ends.

Tie or Duck wins: The ball hits the target, but it is only a graze. The player is not injured. The ball bounces off the target's original hex. The attack ends.

Spectacular Duck: The ducking player can move 1 hex in any direction and then freely choose his facing. The ball bounces off the target's original hex. The attack ends.

Stand Up (Aufstehen)

Every player.

When a player has been knocked down, he can try to recover from it and perform a Stand Up action. This is a 3-dice Speed test (1). The test is modified by:

  • +1 if the player is a Striker.
  • -1 per opposing player threatening the hex the player is in (maximum of -2).

Stand Up failed: The player is still dazed from the fall. He stays lying on the ground where he already lay.

Stand Up successful: The player stands up in the hex in which he lay, and his coach may freely determine the facing.

Spectacular Stand Up: The player stands up in the hex in which he lay, and his coach may freely determine the facing. He immediately receives a free action. Except for Sprint, this can be any type of action.

Extras

Extras are not actions in the strict sense, but modify/supplement other actions.

Sprint extra (Spurten)

Every player.

A Sprint extra modifies a Run or Sprint action. This includes Run actions that are part of a Slam (for Guards) or Throw (for Strikers). The Sprint extra is handled in the same way in both cases. The player is moved as far as possible with the normal movement range for the chosen action. Then the player's Sprint extra is declared. It must be clearly stated which hex the player is to move into (or, if the extra movement is used for a turn, in which direction he turns) before rolling to determine whether the Sprint extra was successful.

The Sprint extra is a 3-dice Speed test (123). A separate roll is made for each hex/turn.

This is modified by:

  • +1 if the player is a Striker.
  • -1 per opposing player threatening the hex the player is moving from (maximum of -2).

Sprint extra failed: The player falls in the hex he is moving into. If there is an ownerless ball in the hex, it bounces. The action ends, but the attack does not. If the player carried the ball when he fell, the attack ends.

Note that a field player who falls because of a failed Sprint extra does not have to make an Armour test and is not injured.

Sprint extra successful: The player gains an additional hex of movement. If this supplements a Sprint action, this movement can alternatively be used for a normal turn by one hex side. If the player wants, he can roll for a Sprint extra again (the target value is 1 higher) to move or turn a further hex, depending on the action.

Dodge (Ausweichen)

Every player.

A figure must dodge if it moves out of a hex that is threatened by an opposing player. Turning within a hex does not require a Dodge test. The coach must clearly state which hex the player wants to move into before rolling to determine whether the Dodge was successful. Dodge is a 3-dice Speed test (123). A separate roll must be made for each Dodge. This is modified by:

  • +1 if the player is a Striker.
  • -1 per opposing player threatening the hex the player is moving from (maximum of -2).

Dodge failed: The player falls in the hex he is moving into. If there is an ownerless ball in the hex, it bounces. The action ends, the attack does not. If the player carried the ball when he fell, the attack ends.

Note that a player who falls because of a failed Dodge test does not have to make an Armour test and is not injured.

Dodge successful: The player moves unhindered into the new hex. If he wants, he can roll for Dodge again in the same action (the target value is 1 higher).

Note further that a player may need both a Sprint extra and a Dodge to move into a new hex. In this case both tests must be made one after the other so that this movement can be performed. Each test is rolled separately.

Picking up the ball (Den Ball aufheben)

Jack or Striker.

Picking up the ball can only be part of a Jack or Striker action that includes moving into a new hex in which an ownerless ball lies. Picking up is a 3-dice Skill test (1). However it turns out, it ends the action.

If a Sprint is made into the hex in which the ball lies, one must first try to pick up the ball before the facing can be changed. If a Run is made into the hex with the ball, the facing should be set first, before rolling to pick up the ball.

This is modified by:

  • +1 if the player is a Striker.
  • -1 per opposing player threatening the hex the player is in (maximum of -2).
  • -1 if the action being performed is a Sprint.

Pick-up failed: The player grabs wide of the mark and the ball bounces. The attack ends.

Pick-up successful: The player picks up the ball.

Spectacular Pick-up: The player picks up the ball and immediately receives a free action. This can be either Run or Throw.

Note that a Guard moving into a hex in which the ball lies causes it to bounce immediately, without ending the player's action or the team's attack.

A player keeps the ball until he decides to throw it, falls, or is knocked down. If the figure falls or is knocked down, the ball bounces off the hex into which the figure falls.

Holding the ball has no effect on a player's values or tests, except that it allows him to make a Throw.

Teams

Reading the squad list

The squad list is almost self-explanatory. The type of field players playing in the team is given on the left. If a player type is not listed, the team does not have that type. For example, the Greenmoon Smackers and other teams of Orx and Goblins have no Strikers. Their complete squad list follows:

TypeMoveStrengthSpeedSkillArmourStarting teamNotes
Guard53+4+5+4+x3Orx
Jack55+3+4+4+x5Goblin

(Column headings, as printed on the diagonal: Move (Bewegung), Strength (Stärke), Speed (Geschwindigkeit), Skill (Geschick), Armour (Panzerung), Starting team (Startmannschaft), Notes (Anmerkungen).)

Team values

The game values for Move, Strength, etc. are given separately for each player type. The starting team shows how many players of each type are in a permitted starting team. Each team begins with 8 players.

In the example shown, the team begins with 3 Guards, 5 Jacks and 0 Strikers.

The notes list any additional abilities of the players. The number of coach dice with which the team begins is given below the squad lists.

Each of the following teams can be played as the famous team described, or alternatively as a team of your own devising.

Trontek 29ers

The ever-present logo of Trontek Industries affects every area of the life of an average citizen of the Co-Prosperity Sphere, so it is hardly surprising that their team is one of the most highly regarded in the minor leagues.

Human teams are flexible, versatile and able to adapt to a wide variety of playing styles. They are not the best in any area of ability, but not the worst either, and have very few weaknesses. In many respects one could say that this team is the equivalent of a Jack - it can try its hand at anything.

TypeMoveStrengthSpeedSkillArmourStarting team
Guard54+4+4+4+x2
Jack54+4+4+4+x3
Striker54+4+4+5+x3

Team values - Extras: A Human team begins with 1 coach die.

Greenmoon Smackers

The Smackers began their careers as pirates, raiding lonely merchant ships from their hideout on the green moon of Lanthis IV. At some point they found recordings of DreadBall games in the entertainment suite of the MVV Bilge Rat. With nothing to do for months, they began to play games among themselves. As their raids increasingly concentrated on capturing DreadBall equipment, they attracted the attention of Digby, who decided to strike a deal with them and bring their raw talent into the minor leagues. Orx and Goblins have different strengths and together make an interesting combination. The most obvious tactic begins with using the brutal strength of the Orx to bludgeon as many opponents as possible. When only a few opponents are still standing, the fact that Goblins like to drop balls is far less worrying. Sometimes having no Strikers causes problems, but in return one has the best Guards imaginable.

TypeMoveStrengthSpeedSkillArmourStarting teamNotes
Guard53+4+5+4+x3Orx
Jack55+3+4+4+x5Goblin

Team values - Extras: A team of Orx and Goblins begins with 1 coach die.

Skittersneak Stealers

This team can be purchased separately.

It is said that you are never more than a few metres from a Veer-myn. And if that is so, then their DreadBall teams should surprise nobody. There are so many DreadBall fans that the Veer-myn simply had to get wind of DreadBall! The most famous of all Veer-myn teams are the Skittersneak Stealers - winners of the Thudweiser League '37 and '39 and holders of more "Most Fouls" awards than any other team in DreadBall history. Veer-myn are by nature not exactly well suited to DreadBall. They have abysmally poor depth perception and their nervous twitches give them real problems when catching the ball. With a self-awareness of a clarity rare in sport, the Veer-myn focus their training on the areas in which they are naturally worst. The idea behind this is that training can compensate for the lack of innate talent. To a certain extent this works. This focus leads to teams consisting mainly of highly trained Strikers, but also including one or two bolder rats who act as Guards.

Since Veer-myn teams have the habit of creating more scoring chances than all other teams, but also of botching them far more often than all others, they are not ideal for coaches who are easily upset or have a weak heart.

TypeMoveStrengthSpeedSkillArmourStarting team
Guard64+3+5+4+x2
Striker64+3+5+5+x6

Team values - Extras: A team of Veer-myn begins with 0 coach dice.

Midgard Delvers

This team can be purchased separately.

It all began with a deal, as is quite common among the Forge Fathers. They would be allowed to play in the league if, in exchange, they granted certain mining rights and passed on technical knowledge. Nowadays, after years of playing and several league victories, it is hard to imagine the leagues without the presence of the bold Forge Father teams. The greatest among these teams are the unshakeable Midgard Delvers. Forge Father teams are perhaps somewhat more flexible than they may first appear. Their obvious strength is... their strength, which is even more potent when combined with the Steadfast ability. Together they produce a front row of Guards that is very hard to clear out of the way. However, they can also make good use of a whole range of other playing styles and so surprise careless opponents quite a bit.

Steadfast (Standhaft)

A Steadfast player cannot be knocked down as a result of a Slam. He can be pushed back and injured, but not knocked down. This means that a Steadfast player who is hit by a spectacular Slam is pushed back and must make an Armour test quite normally. If he fails this test, he is taken off the playing field and must recover on the penalty bench as usual. If his armour protects him, however, he remains standing in the hex into which he was moved. Note that a Steadfast player can fall by himself, e.g. if he falls while attempting a Sprint extra or a Dodge.

TypeMoveStrengthSpeedSkillArmourStarting teamNotes
Guard43+5+4+4+x3Steadfast
Jack43+5+4+4+x3
Striker43+5+4+5+x2

Team values - Extras: A Forge Father team begins with 1 coach die.