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Made in us
Gargantuan Gargant





New Bedford, MA USA

 English Assassin wrote:
Jake's blog is well worth following; he has some interesting thoughts to share about wargaming, and is remarkably willing to be forthright about what he does and doesn't like.

Edit: he has also just posted some more of said interesting thoughts on BoardGameGeek.


article here:
Lex Major wrote:Since last week my interest was piqued by this upstard kid on kickstarter, and my fellow BB-leaguer friends and I have been discussing this quite a bit, as you would the new kid on the block with the strange orange hair. Since it's bound to bring some comparison with the Great Old One that is Blood Bowl, I think I just might jump right in with my (uncalled for) observations. I played for many years, and until just recently I've been playing in a BB 7's league (shorter games) with friends.

First, why I think this has a real shot at being the Heir to the Blood Bowl throne

The real deal
Let's be clear: while Dreadball is set in the future and bla bla bla, it's certainly the most serious contender we've ever seen for a "the Blood Bowl of the 21st century". It claims to have everything that made BB a success: Lots of teams with differenty styles, players with variable skills, League play and lots of violence. It's even got some "Claim to fame" with a designer that played a role in the very first iterations of our beloved fantasy sports game. So it starts very well indeed, and I believe Mantic's story, I believe they can deliver on this thing to be a great game. I believe it so well in fact that I'll pledge on their Kickstarter (remember: there is no guarantee of delivery at all anywhere on Kickstarter).

Modern Rules for a Modern Game
Let's face it, Blood Bowl rules have not aged very well, not well at all. Even with the community's efforts, it's an 80's game and it shows. It takes a huge effort to teach the game to newcomers, and explaining the various pick-up and catch modifiers (why the default +1 for pickup and Dodge?) has been painful for me for a while now. And it takes SO. MUCH. FREAKING. TIME. to play a game... there is no chance to do two of them in one night, and you almost have to take vacations if you plan on doing tournaments. This is really hard to manage with family life and it's why we switched to BB7 (good but not as fun as original).

But DreadBall seemed to have caught on this... target playing time is about right (1h), much of what slows down the game has been toned down (drives, scoring and setup, etc.), and I gather from the other thread that mechanics will be streamlined. I like that, welcome to 2012.

Corporate Support
A new release once in a while is a good way to keep interest. And official Erratas and Rulings. And some updates to the rules and team statistics should things become very broken or one-sided. To have an established company tackle this is a huge relief for me... we've all felt a bit let down by GW's abandonment of BB. I'm hoping for this to be a financial success for them to be able to support this "on the long run". Community managers cost a lot!

Then, a few things I know some BB fans will be very vocal but that I'm finding very hard to get offended about

Same ol' fantasy stuff
Yeah, it's elves and dwarves in space. Who cares, really... if Mantic is smart (and they seem to be), they'll throw in some squid-like race at some point to create a distinct feel for the game, but as long as the playing style vary greatly from one team to another, I'm quite content to see the familiar green faces and their friends. A bit more of concern to me is the fact that the usual stereotypes seem to persevere a lot (humans are average, orcs brutal, elves pass, dwarves tough but slow and Skav...ratmen fast and fragile). Why not fast and agile humans, or brutal kung-fu elves, or making dwavers masters of the "fast running plays"?

Affordable
It's nice for it to be affordable, but to be honest the problem with Blood Bowl was more with its availability and support than its price. Even 50$ for a team that lasts you a year is not that much for us rich family guys with lucrative jobs.

... But it's not Blood Bowl!
Yeah, I know.... get over it So there's an "active" referee, the grid is hexagonal and it's really a weird new fictional sport that has no equivalent on TV. So what... if it delivers on fast and fun gameplay, on last-minute "OMG I just made that GFI" moments, it'll be just fine.

Last, some topics where the jury is still out and that could go either way

The place of Randomness
Blood Bowl has this nice place for randomness, in that it's so uniformely everywhere that managing it becomes part of the game. From what I've read yet on Dreadball I'm really not sure about the event cards (I'm afraid it'll become like Monopoly cards .."Oh, go to jail again?"). If they dose this just right it could become fantastic (Think Catan Event Cards), but the devil really is in the details.

Community
Will the community kick-off just right and become as engaged and active as BB's? Who knows? If it does happen (and I'll try to be somewhere near that ), kinks and details will be much easier to smooth for Mantic as they'll have access to instant feedback to get the game better. If things go well and we see a "love story" blossom between Mantic and the Fans, I just know there will always be a layer of hardcore fans so that it will always be worthwhile for Mantic to put something new on the market... fans of these sports games are just THAT loyal

Playtest and balance
BB never really was designed to be balanced (as Halfling fans will attest), but at the end of the day, it did not really matter, now did it? Over the years we learned exactly which teams performed better and what approach works best(Hi ClaPOMB adepts!). Still, some measure of balance is needed for everyone to enjoy a "fair" game, and it's very difficult and long to do. Will Mantic be able to "measure twice, cut once" on rule changes and update to keep the game engaging? Sure hope so.

Sense of humor
Gritty sci-fi just doesn't rhyme with sense of humor by default. We'll have to see how this plays out, but there was always a lighthearted fun to be had with BloodBowl when your Troll eats your Star Goblin or when something goes wrong with the Explosive Rune you got as an Inducement. That's without Bob and Jim who always could throw a bit of humor around. Mantic will have to find their niche: too serious and we'll end up with a drab game, too funky and it'll become Clown Ball.

and last but not least:

Is this game fun?
Kinda matters, doesn't it?

Conclusion
Wow... that turned out to be longish. Sorry about that, but I'll sum up saying I'm just glad someone is picking up the money GW seem to be leaving on the table, and if they do a good job out of it I think they've just won themselves some loyal fanbase for quite a while!


Interesting read.

My thoughts on the Kickstarter in General.

1.) Looks like it will be a fun game.
2.) I personally find it a bit expensive for the contents
3.) At this price point for the contents, I'm currently just waiting for the regular realse, and I'll scoop it up for 25% off.
4.) It's obvious that all the stuff was ready before hand.
5,) kickstarter funding is a no brainer way of getting free advertising, buillding a day 1 communuty for the game, and pre-order vehicle to secure funding for the initial run.
Made in us
Gargantuan Gargant





New Bedford, MA USA

No bile. Was just a list of thoughts on variuos matters brought up in this thread.

I really do hope this turns out like the Kings of War Kickstarter and lots more goodies get thrown in, and I will gladly throw in if it does, but right now it's pay full retail and get an extra 2 star players and 4 plastic guys. I don't use star players when I play Bloodbowl and I don't know enough about the game to decide now if it's worth ponying up $150 just to have them included.

I really hope this game succeeds and the kickstarter does really well and they toss more stuff in to sweeten the deal. Right now it's just not sweet enough for my taste.

With any luck it will turn out like the Bones or Zombicide kickstarters and go from okay to "can't miss"

This message was edited 1 time. Last update was at 2012/08/29 00:44:28


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

Just noticed something on the kickstarter.

The description lists them as 8 man teams, up from the original 6, but the graphic now says and shows 10 man teams.



Are they getting ahead of themselves, or did I miss an update or something ?
Made in us
Gargantuan Gargant





New Bedford, MA USA

 scarletsquig wrote:
Can people bother to read the OP and the list of stretch goals?


Somehow I thought the Kickstarter page itself was a little more official than your post so I read it instead.

It would have been nice if you just answered the question instead of referring to the OP.

Snce the OP pretty much just parrots the Kickstarter page I assume there would be no magical insights there.

From the kickstarter page
ACHIEVED – New Alternatively Posed Players for your Teams!

If we pass through this goal, we’ll be able to add four new figures to DreadBall – The Futuristic Sports Game – two Corporation players and two Marauder Players. Not only this, but you’ll also allow us to give these new figures alternative poses for extra variety in the set!


6 Figures + 2 Additional sculpts = 8

The teams are now 10. I'm not complaining, I just wanted to know what I was missing, which I did not find on the kickstarter page.

This message was edited 1 time. Last update was at 2012/08/29 14:37:49


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

 scarletsquig wrote:

^ Sorry about the terseness there, it was written more as a response to the reply to your post rather than your post itself.

There have always been 8 figures per team listed in the picture, and in the description, at all points in time. The alternate sculpt $60k stretch goal raises that to 10 per team.


Thank you,.

My mistake then about the number of models. I remembered someone mentioning 12 before the Kickstarter started. I think it probably had to do with 12 on the pitch in the promo pictures.

Made in us
Gargantuan Gargant





New Bedford, MA USA

 scarletsquig wrote:

So, if anyone is interested in this game but thinking "I'll wait until I can get it for 25% discount", it's worth keeping in mind that we're already at the point where this offers 20-25% off and free shipping... with another 30 days left to run.


That was the tipping point.

Mantic Wins, I'm in at Striker.

Now to recruit all my friends, so we supporters can get more loot

This message was edited 1 time. Last update was at 2012/08/30 14:21:12


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

My hope is that all 4 of the plastic teams get bumped up to 12 players., for the striker level at least, by the end of the kickstarter.
Made in us
Gargantuan Gargant





New Bedford, MA USA



Great call !!!

I don't have anythign against the enforcer heads, but I too was looking for an excuse to use the PW Pilot heads. They would look awesome for the Future Sport Genre
Made in us
Gargantuan Gargant





New Bedford, MA USA

 Alpharius wrote:
That isn't the "3D Pitch" though, right?


You're supposed to lay the acrylic pitch on top of the card one. It elevates the field the thickness of the acylic.

It's about as 3D as the old Red/Blue glasses 3D.

I would have made the colored areas, and the center line of hexes, double the thickness of the rest of the board. In fact, that's probably what I'm going to do when I build my own board.

The Acrylic board is attractive, but I can't justify an additional $80 for it. If they post pictures of the MDF board I may opt for that.

an interesting note from the comments
Mantic Games wrote:Guys, you're doing a phenomenal job - Kicktraq is actually exceeding our daily target and we're on par with Sedition Wars and thoroughly beating Kings of War.


Made in us
Gargantuan Gargant





New Bedford, MA USA

My predictions for future stretch goals:

1.) All plastic Teams get bumped up to 12 figures
2.) Forge Fathers and Rat Team get 2 additional sculpts each
3.) Additional balls
4.) More MVPS
5.) Custom Dice


Made in us
Gargantuan Gargant





New Bedford, MA USA

40k has got to be the most popular scifi miniatures game ever, and it's space version of it's fantasy. Star Wars and Star Trek are bigger sci fi franchises and their miniatures games have never been as popular as 40K.

"cool" is better than original.

 scarletsquig wrote:


Take another look at the KoW Kickstarter. About 70 models given away at the $175 level, with large infantry, cavalry and a chariot.

I'm fairly confident that over 100 miniatures total will end up in Striker by the end of this, even if the KS doesn't beat Sedition Wars (CMoN has better marketing, and the game is niche, so its unlikely.. might beat Relic Knights, though).


We're up to 50'ish models now. Unless they give us 4 new teams I can't see how they would get the numbers that high, and remember they've charged us for all 4 teams so far.

This message was edited 1 time. Last update was at 2012/09/01 16:10:52


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

Can someone coly and paste the article from http://thefrontlinegamer.blogspot.co.uk/2012/08/i-can-talk-about-dreadball-now.html to here, so I can read it.

It's supposed to be a comparison between BreadBall and Bloodbowl
Made in us
Gargantuan Gargant





New Bedford, MA USA

Thank you for taking the time to port it over.

It was an interesting read. My only criticism of it is that he probably could have posted that even with the NDA, as he didn't post anything really detailed about the game itself.


Automatically Appended Next Post:
Does anyone know the size of the Hexes ?

I was wondering how awesome Heroscape tiles would be at making a Dreadball Board

This message was edited 1 time. Last update was at 2012/09/02 00:32:34


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

excerpts taken from http://boardgamegeek.com/thread/846814/anything-more-on-the-rules-before-i-pledge

Has the most in depth answers about game play I've seen to date. One of the developers is doing an on going Q&A over on BoardgameGeek about DreadBall.

Spoiler:


Hey guys,

James here - I'm a relative newcomer to the world of games design, but I worked on DreadBall as supporting developer alongside Jake Thornton, so I know a thing or two about the game! The guys at the Mantic bunker have asked me to get over here to see if there's anything I can answer.

So what do you want to know? I'm not going to post up each and every rule, and I don't think I can sum it all up in a single post, but I'll happily respond to any questions you've got.

From what's been said so far:

Rob: You're right about the time it takes - most games have ended up between 45 and 75 minutes, with the occasional bloodbath going on a bit longer! See, the game works on a "differential scoring" system - it starts at 0, and moves towards the scoring team whenever a Strike happens. So, for instance, if the score is one point in my favour, and you score three, the the score will be two points in your favour. Get it? After 14 turns, if the score is 0, Sudden Death starts, and things get interesting. The gates slam shut (so no Reserves can enter play), and the first team to score a point - or the last team standing - is declared the winner!

Jay: We've gone all-out to make this an interesting game in its own right - hopefully the rules and the background will stand out as fresh even in places where they might seem familiar. A lot of playtesters have commented on the speed and flow of the game (the word "hyperkinetic" kept coming up) and the depth of the tactics. Being a good player takes strategic thought and forward thinking, but luck plays a part (as ever!) and risky strategies can pay off massively. I've not seen a dull game yet, and I've played it a lot!


Hope that's a bit of a help - keep the questions coming!

-----

The cards are multi-use - they each contain four different pieces of information:

- They've got an in-game effect
- They've got a list of numbers that's used for random player selection
- They generate a random number for Ref movement
- They've got a "Cheer" rating, used in Fan Checks.

In-game effects are the main part of each card. These are Actions or Events. Actions cards can be used to supplement your five action tokens for a turn, letting your team do that little bit more, or pull off a complex play even when the dice don't behave themselves. Event cards are generally remains-in-play effects, lasting until another Event is played or drawn. They change the game in small ways - maybe the ball bounces more randomly, maybe one of the players was partying too much last night, or maybe the Ref is feeling particularly short-sighted.

You can spend an action in-game to buy a card and keep it in your hand, ready to be played later, meaning you can lose an action in the short term to gain something useful in the long term. Most teams also start with a number of cards in-hand.

Sometimes, cards are drawn randomly - for example, when the Ref has to move, when a random player needs to be selected, or when a Fan Check is made due to a player scoring a high number of points or landing a real bone-crunching hit. When this happens, and the random card is an Event, it comes into play immediately - this can cause sudden, subtle changes in the flow of the game at key moments.


You also asked about ball movement. The ball is carried by players, but it can be lost fairly easily, so it's best to keep a ball carrier away from enemy players. The ball can be thrown, but the throw distance isn't massive, so tactical movement is encouraged. The game features a core "facing" mechanic (i.e. the way your models are facing matters!), and this comes into play with passing - it's a heck of a lot easier to pass to a player who's looking in the right direction...

Of course, if the ball's dropped, it starts rolling around the pitch. Deviation / random direction of travel is determined with a dice roll - the hex system is very handy for this - and loose balls travel a number of hexes equal to a dice roll. This can take it quite a long way, and if it hits a wall, it bounces off.

Another key mechanic that comes up is the "free action" system. When a player does particularly well at certain skill tests, he gets to take a free action - for example, when catching, a test that scores two or more successes lets the catching player immediately take a Run or Throw action. If the catching player is a Striker, he can do both. These free actions can link up as much as you like, forming a potentially unbroken chain of actions. However, if you lose the ball - either unintentionally (by falling over!) or intentionally (by throwing and missing) - your turn is over. It's not uncommon to see a skilled player take advantage of these free actions and, by taking several risks and pushing his luck, score a high-point Strike in the first turn of the game. Scoring is a lot more common than it is in some other sports games, with most games involving a tug-of-war between the two teams as Strikes are scored.

Speaking of Strikes - did I mention that a Strike doesn't stop play? Nothing does, in fact. Once the game starts, it's one long drive until the winner is declared. Whenever a Strike is successfully made, the scoring player's turn ends, and his opponent's turn starts with the ball being fired table-football-style from one end of the centre line.


Phew! I think I've answered that one. Hope it's some food for thought, and it's whet your appetite for some futuristic sports action!

----

Hi Rob!

Yep - one long drive, 14 "Rushes", seven per side - unless Sudden Death happens, as I mentioned earlier, in which case it can go on a bit longer. And yes, you assumed correctly; your Rush ends when you run out of actions, run out of players (you get a maximum of 2 actions per player per turn under normal circumstances), or you lose the ball. Those are pretty much the only situations under which your turn ends.

Deaths happen in almost every game; however, with the advanced medical technology held by the DGB (The DreadBall Governing Body, a.k.a "Digby"), it's not as much of an inconvenience as you might expect! If a player is killed in the arena, the team's coach has the option of paying a fairly hefty medical bill to have him revived, or recycling his vitals through approved DonorVend sites, making a bit of money back in the process.

As for skills, players gain experience during games by doing the sort of thing the fans love - scoring lots of points, really hurting enemy players, or just being generally useful. When players level up, they can gain a random skill or stat advance from a list depending on their player type. Players advance fairly quickly at the start of a season, but this levels out as they become more grizzled.

Hope that's a decent enough answer!

Right, I'm off to the pub. (It's thirsty work, this games design lark.) Keep the questions coming in, folks - I'll get back to you as soon as I can!

James

---

The cards are all in one common deck - nothing team-specific as yet. However, that's a very cool idea, and we might have a look at trying to bring it in at a later date. You never know!

Player movement comes in two types - Running (standard movement) and Sprinting (faster, but less flexible). As I mentioned before, facings are used in the game. When a player takes a Run action, he can move a number of hexes up to his Move rating, changing facing as he likes for no cost. A Sprint action doubles your Move rating, but you can only move into the hex directly in front of you; if you want to turn, each facing change costs 1 point of movement. This means that a Sprinting player can go flat-out quite a long way, but can't do much fancy footwork - also, it's harder to pick up a ball if you're Sprinting.

Speaking of facings, each player has a "threat zone". This is the hex directly in front of it, and the hexes either side of that one that are adjacent to the player. (That might sound confusing, but there are lovely shiny diagrams in the rulebook that make more sense!) If you're moving in an opponent's threat zone, you'll get tackled and end up on the floor unless you can succeed at an Evade check; the more Evade checks you take in a single action, the harder they are to succeed at.

As for Seasons, there's nothing fixed for different ones yet a "Season" is just another name for "League", or "Campaign", or "series of linked games". It just sounds extra sportsy

---

Sorry to hear you don't like the scoring system. However, you can easily keep track of how many Strikes each player in your team scores, and how many points each is worth - I did this during playtesting, when we were trying to work out how often Strikes were happening, which teams were the best at scoring lots of points, whether people were scoring multiple low-cost Strikes or saving up for big ones, et cetera. If people are interested, I might have a chat with the guys in the bunker and see if we can't get some kind of "League stat tracker" up on the site somewhere. (Or added to a KS bundle, maybe?)

As for your other questions, I can answer 1 and 2 in the same paragraph, I reckon!

The game's a lot less footbally than some other games out there. As such, scoring's a bit more abstract, with three different places to score. Those coloured zones (red or white, by default) are the Strike Zones, with the solid red or white hex as the Strike Hex (the target). In the game world, when a player carrying the ball puts foot into a Strike Zone, the Strike Target becomes valid, and if he can throw the ball on-target, he scores! In more advanced arenas, this could mean a holographic target shimmers into existence, or a teleportal activates; in smaller leagues, Refs might have to watch footwork carefully and disallow Strikes made by players not standing in a Strike zone. In game terms, this means that once you're in the Strike Zone, you can make a Strike attempt by throwing the ball. The Strike Zone furthest from the enemy start zone is worth three points, while the other two are worth one each. Strikes made while standing in the furthest hex from the Strike Hex are worth an additional point.

Hope that makes some sense!

The other areas of note on the board are the yellow hexes (the Gates, where reserves can come on from the subs bench whenever there's an opportunity) and the chequered hex (where the Ref starts).

As for Speedball 2 effects on the ball... not yet. "Yet" being the very operative word. We've got plans for expansions, which (you never know) might even come a bit sooner if stretch goals get hit. (To be honest, I don't know much more than you guys - I should mention that before people get too excited!)

You're very welcome, though. Thanks for taking the time to think up some questions, and I hope the answers I've given have been up to scratch!

----

During playtesting, we actually used square bases - it just seemed more sensible! We were holding out hope for hex bases to be included in the game, because naturally they'd make the game easier to play, but I think (and I hope it's okay for me to say this) they proved to be a bit out of budget. That said, that's what's this Kickstarter's all about - so you never know your luck, we might just get our dream after all!

Either way, though, we generally found that there weren't any facing issues in testing - the game moves so quickly that you can generally remember which way everyone's facing, even if the board gets knocked. In most cases at least! (My legendary clumsiness notwithstanding...)

---

Thanks for the compliments, Tristan - we made a huge effort to make the game original and interesting, so I'm really happy that it comes across as different from games that have gone before!

The Corporation team is the most generic all-rounder, although it does fare slightly better when going for passing / Striking plays that it tries brute force - especially when playing against the heavier teams! The starting composition is three Strikers, two Guards and three Jacks. The best tactics I've seen involving Corporation teams feature lots of free actions, chaining up passes between Strikers to move the ball past the defence and into a position to make a three or four point Strike.

Marauders, on the other hand, are just plain brutal! Orx are the hardest hitters in the game. They've got a statline that's all about dishing out violence, and as Guards they get bonuses to dice tests for Slams and Armour Checks. Goblins, on the other hand, are fairly good at dodging, and average at picking up the ball, but not great at hitting opposing players! It's a team of two halves (staring line up is 3 Orc Guards and 5 Goblin Jacks) and you need to play it as such. Success generally means taking opposing Strikers (and other threatening players) out of play as early and as frequently as possible, giving the Goblins a chance to score Strikes where they can.

Forgefathers might seem a bit like a short, bearded Corporation team at first - they're the only other team (so far!) to have all three playing positions. However, the way they use them is quite different! Forgefather teams aren't very fast, but they make up for that by being characteristically fierce and uncompromising! Their Jacks can hit almost as hard as an Orc, and their Guards are terrifying brutes who simply refuse to be knocked down. The presence of Strikers on the team makes a passing play viable, which some playtesters were surprised (and delighted!) by. Starting line-up is three Guards, two Strikers and three Jacks. The team adapts well to different tactics, but is particularly good at making its way up the arena, bowling enemy players aside, and letting a Striker make a high-scoring Strike.

Veermyn are, in my mind, the oddball team. They're the one that's got amazing potential, but is most challenging for a new player to use. They've also got the strangest line-up. See, Veermyn don't make natural DreadBall players - so they have to compensate! As a result, every player who isn't massive enough to be a Guard is trained as a Striker. This, when added to their natural speed and agility, makes the team a frightening prospect in the hands of a skilled coach, even if their lack of immediate flexibility makes them a challenge straight off the bat. They can dash around defenders like they're not there, they can Sprint from one end of the arena to the other in the space of a turn, and it's near impossible to knock them down and make sure they stay down. Unfortunately, their achilles heel is their low level of ball skill - you can't guarantee they'll always pick it up, let alone be able to score! The starting lineup is 2 Guards and 6 Strikers. Tactically, it's best to aim for multiple low-point Strikes - you're after quality, not quantity! Also, use spare Strikers to help your Guards when it comes to Slamming enemy players - as you've only got two players who can dish out damage, you want to make sure they've got the best chance possible of doing something!


You also asked about profiles - yes, each race has its own profile, meaning they all feel different, with their own strengths and weaknesses. Each player is ranked in Movement (how far they can move, funnily enough!), Strength (how good they are at hitting people), Speed (reflexes, agility, etc.), Skill (with the ball), and Armour (i.e. how much of it they're wearing!). Armour is dependent on player class rather than race, with Strikers getting the least protection and Guards getting the most.

To really understand the profile, though, you'll want to know about how dice are used in the game... ooh, that's an exciting one. And simply because of that, I'm going to leave you all hanging while I have a late breakfast!
---

Lee - as the game's set in the Warpath universe, which already has a following and a fanbase, we'd have been crazy not to have started out with teams that are recognisable from that system. However, that game focuses on races that have large military forces - with DreadBall we've got a chance to look at things that might otherwise fall between the cracks! Also, as you've noticed, not all Corporation teams have to be the same. Watch this space (and the Kickstarter page!) for more info!

---

Right! Where were we? Oh, yes - dice. Lovely little things, aren't they?

Understandably, dice play a massive part in DreadBall. All dice in the game are six sided, although they do come in a few different colours... more on that later. The main way they're used (aside from the odd bit of randomisation, such as when a ball gets dropped) is for stat-based tests, which you take whenever you need to do something useful with one of your players.

The core mechanic for a dice test is as follows (with the example of a floored Corporation Jack taking a Stand Up action).

- Create your dice pool. This is normally 3 dice, but certain things - the presence of enemy players breathing down your neck, the distance you're trying to throw the ball, whether your player has had special training in the type of thing he's trying to do - can modify that number. In our example, there are no modifiers.
- Check the number you need to score for a die to be counted as a success. This is determined by the stat that you're testing against. For example, a Stand Up test is based on your Speed stat. A Corporation Jack has Speed 4+, so each dice that scores a 4+ is a success.
- Check your target number of successes. For a Stand Up test, this is 1.
- Roll the dice! Each successful die is counted. Each die that scores a 6 counts as a success and lets you immediately roll another die and add it to the check - this is cumulative, and keeps happening as long as you roll sixes.
- If you equal or beat the target number, you succeed! In most cases, if you double the target number, you get a bonus. For example, with a Stand Up check, one success lets you stand up, but two or more successes let you stand up and immediately take a free action (with the exception that you can't Sprint).

That's the basic mechanic for dice. Then you have opposed tests, where you're looking to beat the number of successes your opponent rolls, and cumulative tests, in which the target number increases each time you take the test during an action.

This bleeds into your next question, about how you hit people, pick up the ball, etc. All of these are Actions that you can take. You get 5 Action tokens per turn that you can spend on your team; each one lets you take an action:
You hit people with a Slam action, which might lead to an armour check and subsequent injury, putting the target out of play for 1-3 Rushes, or maybe even killing him!
You throw the ball with a Throw action - if you're throwing to a team mate, their starting dice pool to Catch the ball is equal to the number of successes you rolled on the throw. (If they double their Catch, they get a free Run or Throw action - Strikers get to Run as part of a Throw action, so they can get some serious free action chains going!
You pick up the ball with a Pick Up free action, which you get whenever you move into a hex containing the ball (as long as you're not a Guard). If you succeed, you pick it up; if you double, you get a free Run or Throw action, just like when you catch the ball.


There you go!

I hope this is starting to build a picture in people's minds of what sort of game this is. It's fast-paced, with one core mechanic that you can learn really easily. There's very little need to look things up in the rulebook, even by the end of your first game - the repetition of the mechanic throughout means you should pick everything up nice and quickly. We went all-out on making the rules intuitive and clear, and from what we saw during playtesting, it more or less worked! Even after one or two games, people were starting to discuss deep tactics and really think about upping their gameplay. Is it obvious that I'm pretty proud of this game?

----

As it stands, as far as I'm aware, there's no plan to release Veermyn Jacks - it's a characteristic of the team that they don't get them, and something that makes them stand out. In fact, the option of having Jacks would massively overpower the team, as it would greatly add to their flexibility. Similarly, don't expect to see any Orx who aren't guards, or Goblins who aren't Jacks - with one notable, moustache-twirling exception - for the same reason.

----

The player positions are massively integral to the game, so shame on me for not going into detail sooner!

Strikers and Guards are opposite ends of the DreadBall spectrum. Strikers get bonus dice for tests involving handling the ball and being agile, but they have weak armour and don't have the ability to make attack actions (or reactions). They also get the bonus ability that whenever they take a Throw action, they get a free Run action (normally, a Throw action lets you make a one-hex move before throwing).

Guards are just the opposite - they have bonus dice on armour checks and Slams (your main offensive action), and they get a free Run action as part of a Slam (again, a Slam normally involves only one hex of movement). However, as Guard armour doesn't feature a DreadBall Glove (the attachment that lets players handle the ball without getting their arm ripped off!), they don't have the ability to pick up or handle the ball in any way.

Jacks - short for "Jack of all trades" - are the middle ground. They have access to all actions (including Throws, so yes, they can score too!) but they don't get any particular bonuses. Ask any Jack, and he'll tell you that he's the most useful person in the arena, and also the most underrated! Jacks are cherished for their flexibility and the fact that they can step up to any task - with a bit of luck, there's nothing they can't do!

There's also a secret fourth player position - the Keeper! Starting teams don't get Keepers, as it's an experienced-based upgrade for a Guard. Keepers get even heavier armour (a Keeper's armour stat is 3+ rather than 4+, and he still gets a bonus dice as he's a Guard) and a DreadBall glove - meaning he has a limited ability to handle the ball! He can't make a normal Throw action, but he can Punt it by placing it anywhere in the arena and scattering it twice. This means Keepers make great defensive players - they can batter incoming ball carriers, grab the ball, then fling it up the pitch. Okay, a Punt ends your rush (because you lost the ball), but it's better than having it sitting right next to one of your Strike zones!

----

There are 14 skills (called abilities in DB) in the initial set. This might not sound like a lot, but remember that each of the 3 player roles (Striker, Jack, Guard - explained earlier by James) can already do different things, so the abilities build on three varying starting points. In addition, because each player type starts from a different place and does something different in play, the extra abilities vary in utility from role to role (and race to race).

Some abilities are limited by player role. In DreadBall nothing is limited by race, always by role. So, if a human Striker can do something then a Veer-myn can try his paw at the same thing. Of course, as they have different racial stats then their chances of success will probably be different too. Having said that, not all races have access to all roles, so in that way there is a racial limitation. I haven't checked to see whether that means that a specific ability is unavailable to a given team.

Coaching staff upgrades are slated for Season 2.

The equivalent to Team Re-rolls in DB is Coaching Dice, which have a broadly similar effect. However, in DB you can earn them during the match as well as spending those you start with.

A player turn in DB is called a Rush. Rushes don't end when you fail unless you drop the ball, so you can go in, fluff something completely and then still carry on, as long as you didn't drop the ball. Of course, you can end your own turn voluntarily if you choose and you could have so few models left standing that you ran out of people to act with before you ran out of actions, but these are both very rare events and are included mainly for completeness. In most Rushes a Coach will get to use all of his team actions.

Well the Orc Guards are pretty big fellows! Much bigger than them and you're into multi-hex creatures as the models won't fit, which we have discussed but which have no rules yet. Multi-hex models always cause a real headache in design terms as they break so many of the existing rules, so whilst they may well come along in a future expansion they won't be available on release.

No, we don't have injuries. Although it can be characterful, it is something that many people don't like in BB (though others think it's great). DreadBall was intended to be slightly more streamlined than BB and this was one of the details I deliberately left out - no point in replicating something that people moan about, is there? Of course, you can get dead, which does affect you quite severely in future games

---

I think you've hit the nail on the head there! A lot of games follow similar themes. Controlling areas on a map. Rolling dice to determine how far you move. Managing a hand of cards. Exploring dungeons and killing zombies. They're just tropes that are inherent to the medium, and the same thing extends beyond the realm of board games.

"Fantasy* Ball ports Board Game" is just another trope that's becoming more popular. Obviously, Blood Bowl has always been one of the more well-known ones, but that doesn't make every other sports game a Blood Bowl clone any more than the classic PC game Half Life was a Doom clone. That was something that a lot of video game journalists said at the time, drawing similarities because the two games featured a lone protagonist killing alien monsters from a first-person perspective, with weapons that increased in power as the game went on. Of course, it turned out that Half Life was just a stand-out game that marked the widening of a genre, to the point where several games have since become known as Half Life clones.

I'm not saying there's anything wrong with drawing superficial comparisons; DB and BB both feature a board on which two teams of players try to move a ball from A to B to score points. Dice are used to determine the outcome of actions in-game. But look beyond that, and you'll see that there aren't many similarities at all! Hopefully that's become fairly apparent from what you guys have seen in this thread and on the kickstarter page.

All of this is a rambly way of saying that, of course, there are going to be people who say that DreadBall looks like Blood Bowl. They'll say they already play BB, so why should they switch to anything else? That argument's no more sensible than saying "Well, I've seen Die Hard, so what's the point in watching any other action movies?"

Of course I'm biased, and of course I'm interested in this game doing well, but I trust my own sense of humility enough to know that when I talk about this game, it's not empty encouragement I'm spouting. I honestly do love this game, and I'm proud to be a part of the creative force behind it! I'd recommend any naysayers to at least give it a chance before being too negative.

---

There are various fouls in the game, and your opponent has to call them. However, just because the Coach has spotted them doesn't mean the ref has.

There are actually two referees in the arena - one is a floating "Eye in the Sky" that hovers over the pitch and can potentially see anything. This is not a model.

The Referee you get a model for is the on-pitch ref. She moves about the pitch, controlled by both players in turn.

When a foul is called by a Coach, you roll to see whether the perpetrator has been spotted by the ref(s) and if so how long they are sent off for. You always roll one dice for the "Eye", but you only roll a dice for the on-pitch referee if she is close enough to the perp when he makes the foul.

So, moving the ref is tactical. You can use them to get in your opponent's way by blocking a hex, to get out of the way of your own players as they commit fouls, or move them up to try and spot likely fouls by your opponent.

Moving a ref is a free action in addition to your Team Actions.

-----




This message was edited 1 time. Last update was at 2012/09/03 00:17:27


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

 BobtheInquisitor wrote:

Is it Rico van Dien? I've seen his high school playing footage, and he's amazing. Would you like to know more?


Nah, Female MVP, Dizzy Gonabytit


Automatically Appended Next Post:
DreadBall Development Blog is worthing checking out if you want an insight into the game mechanics.

This message was edited 1 time. Last update was at 2012/09/03 23:07:20


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

I'm operating under the assumption that the lines on the arcylic board are etched in.


While etching on acrylic gaming supplies is usually pretty shallow, it's often more than enough to hold a decent amount paint, making any etched details very noticeable. I'm routing for the red and blue areas to be translucent, but opaque black could be given a "glow" paint job like people often do on necron vehicles/terrain.

About MDF warping and burning with heat, the simple solution is to use LEDs. The generate ample light and negligible heat. I have a Blood bowl arena with 2 strings of battery operated red led Christmas lights giving it an awesome under glow.

Made in us
Gargantuan Gargant





New Bedford, MA USA

Undead players controlled, most of the time, by nanotech, with reinforced exoskeletons. They feel no pain, have no fear, and play till they drop, literally.

This message was edited 1 time. Last update was at 2012/09/05 14:46:31


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

I'm glad there will be a female team.
I'm not terribly excited about paying another $20 for it before the concept art is even finished.
Made in us
Gargantuan Gargant





New Bedford, MA USA

I think people are being way to OCD about getting extra figures they cant use. Which is hysterical to me when you realize that they are end up with exactly that "problem" when they buy a second box of figures to fill out their Forgefarther,Veymen, and Female teams.
Made in us
Gargantuan Gargant





New Bedford, MA USA

I follow the comments on the Kickstarter as well. There was discussion of it there a few days back.

In actual news:

The MDF board arrived at Mantic today. They hope to have pictures up later today.

The MDF board is one sided and the hex grid is cut and recessed rather than etched. Do you mean how thick (wide) are the cuts? 1mm thick. The hexes are 25mm, it's exactly the same size as the playing area on the main board.


Mantic is asking if people are interested in additional refbot models as an Add-On.

This message was edited 1 time. Last update was at 2012/09/06 14:24:48


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

I like the concept art


I know they want to stay away from big breasted bimbos, but this woman is anerexic and flat chested.

Ever seen the women's olympic volleyball team, or roller derby players ? They're curvier, and more muscular.

Made in us
Gargantuan Gargant





New Bedford, MA USA

Google Girls VolleyBall and you will see hundreds of pics of athletic young women, with round booties and developed thigh muscles, that make that Dreadball player look like an anerexic twig in comparison. Remember that DB player is wrapped in protective gear She'd have to be supermodel thin, and that's not athletic.

Let me change it up, I hope that the female team has three different sized body types like the male team



That image is perfect. !

The 3 on the left should be impact sports players, while the 2 on the right are two frail. The girl in the concept image is built like the girl Olga, on the right, except with an even tiner waistline.

This message was edited 2 times. Last update was at 2012/09/07 00:31:15


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

Now, I just think you guys are screwing with me.

You can't seriously be arguing that gymnastic lass is going to last more than 3.2 seconds against the roid monsters on the 4 established teams.

Made in us
Gargantuan Gargant





New Bedford, MA USA

I'm wondering what the delay is in putting up the pictures of the MDF board.

As for the female corporation team, we are going to have to disagree on what constitutes the appropriate body type for a woman who is expected to survive in a sports arena against larger opponents of the opposite gender and other races.

Made in us
Gargantuan Gargant





New Bedford, MA USA

Mantic was talking about originally 12 teams over 3 seasons and that the funding is already pushing them through season 2 and possibly season 3 by the end of the kickstarter.
Made in us
Gargantuan Gargant





New Bedford, MA USA

 Buzzsaw wrote:
 adamsouza wrote:
Mantic was talking about originally 12 teams over 3 seasons and that the funding is already pushing them through season 2 and possibly season 3 by the end of the kickstarter.


Bwaaaa? What... what the heck would they be?

12 teams? Bloody heck... That seems a bit... grandiose for a board game...


Don't think of it as a board game as much as entry level heroin to get you into the Warpath Universe fiction and line of games.

As for the teams, they said pretty much count on all the Warpath factions (Space Elves) and then teams based on new factions that haven't showed up in Warpath yet ( Zz'or).

Female Corporation team getting full team rules, of their own, so they are not just a proxy for the male team.

1. Corporation Male
2. Corporation Female
3. Rats
4. Dwarves
5. Orks
6. Zz'or <--- Confirmed, New Warpath Faction
7. Space Elves <-- Confirmed as Season 3 team
8. Robot <-- Mentioned as likely, but not confirmed
9. Plague <-- Mentioned as likely, but not confirmed
10. ?
11. ?
12 ?

Lots of new MVPs confirmed to be coming, but no details other than some of them will be homage figures.

This message was edited 1 time. Last update was at 2012/09/08 02:50:08


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

What frightens me most is that I knew the answers to all the questions

DId they ever take pics of the MDF board ?

This message was edited 1 time. Last update was at 2012/09/12 17:08:50


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

$150 for striker
$25 for MDF board
$15 for Keepers
$50 for 4 season 2 teams (with extra players from striker)

Mantic is killing me

As for my qusetion about the situation with the MDF board
"We're launching the boards properly next week. We've done some work to the Hobby Hex-Board to include the rush and score track, as well as the subs bench and sin bin. You'll be able to use it as a second board "

This message was edited 1 time. Last update was at 2012/09/12 20:40:54


 
Made in us
Gargantuan Gargant





New Bedford, MA USA

nkelsch wrote:
What's the point of a clear hex base when you have to put a plastic circle attatched to the model in it?


A quick and easy way to determine the facing of the model, with a board neutral, yet sci fi, look ?

Are they needed ? No.

Do they look cool ? Yes.

Are the reasonabley priced ? Yes.

Would they have been better if they were free ? Yes.

Am I complaining about them ? No.
Made in us
Gargantuan Gargant





New Bedford, MA USA

Striker gets you the first four teams.
$50 additional would get you the four season 2 teams
($25 each for the first 2 teams and 2 free teams)
 
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