DANGERBALL DELUXE!

CaptainDangerous

Of the Green Flame
Staff member
Yak Comp 3rd Place
Tribe Council
Oct 30, 2016
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Durham, uk
DANGERBALL DELUXE!

This is an idea iv had since at before Mankymeet 2019 and I’m using Mankymeet 2026 to kick myself up the ass and finally JUST DO IT!

This is very much a WIP, but I hope by sharing, that yaks can have a go themselves or put forward some good suggestions. Ultimately I just hope you enjoy my efforts at making a necromunda based sports game!

Basically, im smushing together elements from several different violent fantasy sports games (mostly an old MS-dos game called Crush Deluxe) and seeing what monstrosity comes out the other side, then projecting it onto my favourite parts of newmunda I.e. the Goliaths and the card terrain tiles!
Since first conceiving the idea, iv also bumped into a board game called Battleball (which I’m lending heavily from) and also, even the name has been coined by @BranBuccarcher, (edit: Iv changed the name from JUGGERBOWL) so this is now the Captain’s Deluxe version!

Here’s my start:
5A3A36F3-209A-4863-83A8-A62F70A1E299.jpeg

Enough Goliath to make 2 full teams: The Danger Wolves and The Clone Hearts (they’ll also debut as Mankfester City and Mankfester United)

And when I say tiles, I mean these ones:
CA70D578-2FCF-4513-8633-9E268127C8E4.jpeg
I have two sets of the first lot and one set of the second. But any gridded surface would work really, just the more maze like and hazardous the better!

Also, I have a selection of die, that iv forgot to take a picture of, but consist of a D20, a D12, a D10, aD8 and two D6.

I’ll be writing the rules in the post below, and hopefully I’ll have two fully assembled and painted JUGGERBOWL DELUXE! teams to show you in the coming few weeks!
 
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(until.I remove this note, this post is purely the ravings of a mad clone)

THE RULES

DANGERBALL DELUXE! Is a House Goliath sports game played between 2 genetically enhanced teams. It is played in sealed off arenas, which are in various states of quality. It is viewed through cameras and projected to the hard toiled workforce throuout the House. The ambition for all DANGERBAL DELUXE players is to be cloned, the ultimate prize for team members who are strong and tough enough to win THE LEAGUE.
ONLY THE STRONG, ONLY THE TOUGH!

THE TEAMS

Each team consists of 11 players and a players ability is dictated by the weapon they weild:

1 Jugg Stimmer
move: special
dice: 2d6

1 Power Axe
move: 1
Dice: d6

2 Power Hammers
move: 2
Dice: d6

2 Renderisers
move: 3
dice: d8

2 Spud Jackers
move: 4
dice: d10

2 Brute Cleavers
move: 5
dice: d12

1 Quick
move: 6
dice: d20


THE ARENA

The arena is 4’x4’ and is made by placing necromunda board tiles. Once an agreeable configuration has been made, players take it in turn to place 6 teleport terminals and 6 crates, these can be placed anywhere on any open square.

Also, teams must be arranged in a line, this is the order they enter the arena.


STARTING THE GAME

A roll off is made on a d20, the highest score takes the first turn.


TURN SEQUENCE

Each turn begins with a new player teleporting into the arena, followed by the activation of any player already in play.
once all players have activated, a new turn begins.

players teleport into the arena in the order they are arranged, and must roll a d6 to find out which terminal they appear.
once teleported they can activate in any order the coach wishes, though they must complete their activation Completely before amother player may activate. Coaches take it in turn to activate until all players have activated.


WINNING THE GAME

The objective of the game is to score a touchdown.
To acheive this, teams must first search the 6 crates until they find The Skull.
Once The SKull is found, the furthest most corner of the arena, most furthest from the Skull crate, becomes the touchdown zone.
The first player to reach the touchdown zone in possesion of The Skull scores a touchdown and wins the round.
the game is then reset and starets with the conceding team.
the first team to score 2 touchdowns, or completely eradicates their opponents, wins the game.


ACTIVATIONS:

- Movement: each player may move upto their stat value and may roll a d6 to move additional squares. Players must stop and fight if they move adjacent to a square occupied by an opposing player. If an additional dice is rolled, a roll of 6 results in the player tripping an going down. Jugg Stimmers must roll a d6 to be able to move, on a result of 6 they are overwhelmed with Stims and can’t do anything for the rest of the turn. Teleporters can be used by especially desperate/crazy players. If a player steps onto a terminal spuare, roll a d6 and move the player to that terminal. If they roll the terminal they are standing on, they are removed from the game as they have been mutated into a blob!

- Fight: each player has a dice allocation in accordance to the weapon they weild. When two players are in adjacent squares, they must fight by rolling their dice and try to score lower than their opponent. The lowest scorer wins the fight and works out the damage:
*results are the same - standoff, nothing happens
*result is 1 less - stunned, player is knocked down face up
*result is more than 1 - push back, player is pushed back one space, if unable then treat as standoff
*winning dice roll is a 2 - knock out - player is knocked down face down
*winning dice roll is a 1 - injury - could be broken limb, could be death, either way, player is no longer able to play

**both players roll a 2 - double knockout
**both players roll a 1 - double injury

Jugg Stimmers roll 2d6 and use the best result

- Agility: players may attempt to dodge through tackle zones, jump over downed players, interact with terrain features or hand over the ball between team mates. In all cases, a player must roll their allocated dice and score a 6 or more to succeed. Failure results in a Player being stunned , failure on a 2 results in a knock out and a failure on a 1 results in an injury.

Jugg Stimmers may never make an agility roll and automatically fail any roll they have to make, but must still roll to see how badly they fail.



CRATES

when a player enters a square with a crate, their activation ends but they automatically open the crate in search of The Skull.
the searching player rolls a d6, on a roll of 6 they have successfully found it and are now in possesion.
on any other result they are electricuted by the opening mechanism and are stunned if they rolled 3-5, knocked out if they rolled a 2, or injured if they rolled a 1.


(that’s it for now, iv plans for special equipment and an experience system, and mutations, but it’ll have to wait)
 
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Dungeonbowl is almost certainly a fun wacky take on Crush Deluxe, so I think you might enjoy it?

If anyone would like to lend their Yak name to one of the players, I’d like to hear from you:
 
8D007F51-DEB1-4994-8D2C-95B668F12604.jpeg

Assembly underway
Got the Stimmers and quicks done, just working out how I want to utilise the parts, hopefully I won’t have too much repetition.
 
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Is it possible to throw? And if it is handed to another player, who has the Skull?

(Perhaps the skull is too fragile and it has been made against the rules, after too many games were cancelled)
 
NO! Throwing the skull is just not proper, infact it is forbidden!

and handing the skull off, is when a player with the skull gives it to another player as part of their activation. By such means the skull could potentially travel some distance in a single turn, (should a team be spaced out enough and lucky with their dice rolls!) but typicaly once a player has the skull, they hold on for all they’ve got!

...I say typically, but it has never happened yet, but that’s the intent at least! 😄
 
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Iv just changed the name of the game, DANGERBALL DELUXE!, it rolls of the tongue so much nicer I feel!?
...also I’m a massive narcissis! 😋😄
 
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Instead of mutations (too chaos-y), what if they could visit the Goliath gene-sculptors and get upgrades? Or a botched batch that gives a negative of some type (well, I guess that would be mutations…)
 
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Instead of mutations (too chaos-y), what if they could visit the Goliath gene-sculptors and get upgrades? Or a botched batch that gives a negative of some type (well, I guess that would be mutations…)
"Martin Upizdown here, former publicist for Dangerball Collectible Cards & Whatnot NLG. Those aren't 'mutations' they are 'failed enhancements'."
 
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The mutations are an occupational hazard of teleportation! At the minute players merely get ‘blobbed’ but in the future I.e. when I ‘develop’ the campaign system, I want to create a mutation table to roll on (I’ll be borrowing heavily from rogue trader) only the desperate and the crazies risk teleporting about the arena!

But I love the idea of DANGERBALL DELUXE! player trading cards! Perhaps in advanced Dangerball deluxe, that’s how their profiles are recorded (top trump/combat card-esk)

Anyway, pictures!:

More work on the players:
C22E2A05-BCF3-4794-B111-3E97D3DD0C92.jpeg

Weapons all allocated, now to mess about with those fiddly little faces!

And DANGERBALL DELUXE! Arena assets:
423EB7EF-F069-463C-809C-94397BC38B0A.jpeg

Teleported terminals, Skull crates and ‘End Zone’ teleport marker.
Iv still got to dig out a suitable skull, and try to locate the explosives for the chests, but otherwise these are ready for paint.
 
Hopefully I’ll have a small herd of Guinea pigs ready to have a go this weekend!
By my reckoning, it will be short, brutal and very unforgiving …just like me! 😁
 
Well, played my first game and a half at Mankymeet, …kinda…

76409DF9-48CE-4DF7-857F-1328B25F7706.jpeg

This is actually a picture of the half game.

In short, it’s a bust. (In opposed to a blast)

What I liked:
*teleporting and opening the chests are fun.
*The scary/randomness of the stimmers.

What I didn’t like:
* the weapons being hard to read at a distance.
* the choke point nature of the tiles.
* the distances needed to travel
* the mover all Grundy feeling.

When I get around to revising the rules, I’ll definately up the movement values and colour coordinate the model bases with what colour dice they use (which already exists in battle ball.
I was kinda worried that the Quicks would be too fast, but because they are so much weaker than the other players, if they did roll a 20 for movement say, then it would be a fair compromise.
Also I’d make blocking more like BB, so you can only blitz once per turn and you can only move or fight.

But anyway, I wasn’t happy with how it went.
Maybe it’s because I rushed the painting? Idk.

But special thanks to @ClockworkOrange for being the first yak to play! And also @Ardavion for being the second!