Deathball - Core Rules v1.5
Deathball - Core Rules v1.5
Deathball - Core Rules v1.5
Index
1.
2.
3.
Cover
Introduction & Index
Rules
Advanced Rules
In order to spice up the game the players can agree
on using the following advanced rules.
Coaching Points: At the beginning of the game
and every time a goal is scored, roll one die. Both
coaches get as many coaching points as the result,
which they can spend to re-roll one die of any kind
from either coach. Any coaching points that have
not been spent by the time a new goal is scored are
immediately lost.
Random Events: At the beginning of the game
and every time a goal is scored, roll a die on this
table to get a random event. These effects only last
until a new goal is scored, and do not carry over.
Result Effect
1
Rock Thrown One randomly selected
player is immediately stunned.
2
Tremors The ball always moves +D3
when scattering.
3
Changing Weather The entire field
counts as difficult terrain.
4
Perfect Recovery Place knocked out
players within 12 of their own goal.
5
Cheering Fans All stunned players
immediately get up.
6
Blitz Players move +1 and activate
on rolls of 3+.
Player Types
Coaches must agree upon what type each player is
before the game begins.
Type
Brawl
Skill
Lineman
2
2
Notes: n/e
Type
Shooter
Notes: n/e
Brawl
1
Skill
3
Type
Brawl
Skill
Dodger
1
2
Notes: This player may move out of enemy control
zones without being attacked on a 3+.
Type
Heavy
Notes: n/e
Brawl
3
Type
Brawl
Blocker
2
Notes: This player has a 2 control zone.
Skill
1
Skill
1