Dreadball: Skittersneak Stealers
Mantic Games haben ein weiteres Stretch Goal erreicht und die Forgefathers mit ihrem MVP freigeschaltet.
Als nächstes sind die Veer-myn mit ihrem MVP angekündigt.
Die Veer-myn werden freigeschaltet, wenn 90.000 Dollar erreicht sind. Der MVP Reek Rolat wird dann allen Veer-myn-Teams kostenlos beiliegen.
Für alle Interessierten, die gerne mehr über das System und die Regeln erfahren möchten, empfehlen wir diesen Artikel von Jake Thornton, dem Designer des Spiels. Er erklärt darin wo die Gemeinsamkeiten zu Blood Bowl liegen, welche Unterschiede es gibt und warum Dreadball in seinen Augen das bessere Spiel ist (eine Meinung, die er als Designer natürlich haben muss).
Hier ein paar Auszüge:
How you activate models and how much you can do with them in a turn is very different. A DreadBall turn is called a Rush. In a Rush a Coach gets 5 Team Action Tokens. These can be spent as he wishes, each one activating a single model of the 6 players on the pitch. There are a number of different actions to choose from, and different players have access to different ones and do some of the same ones differently. With this flexibility a single model may act up to two times with Action Tokens (and more if he wins Free Actions or plays cards) in a single turn. It is the choice of the Coach. Obviously with 5 Actions and 6 players, some of them will have to miss out. Who will that be? Decisions, decisions.
Scoring is very different. In Blood Bowl the pitch is like a Rugby pitch or American (or “real”) Football pitch with a single area at either end where you can score and nothing in the middle. This gives little tactical “texture” to the bulk of the playing surface, and I wanted to change that. Pinching an idea from pinball, I’ve given DreadBall multiple areas on each side of the pitch in which you can score, and they have different values (between 1 and 4) depending on how much risk you want to take. This lends texture and variability to the main body of the pitch and offers a Coach a number of options for scoring in most Rushes. Just so you know, scoring in DB is called a Strike (like bowling), hence the areas in which you can do it are called Strike Zones, the target is the Strike Hex, and the player type that is best at doing this is called a Striker.
Overall, DreadBall plays faster and smoother with no “resets” after Strikes. When someone scores in Blood Bowl play stops and all the models are reset on their own side. This allows for a certain amount of planning and positioning and a number of standard plays and set ups have grown up. In DreadBall I’ve gone for a very different model. DreadBall games don’t stop when a Strike is scored. Instead, the ball is immediately relaunched onto the pitch across the centre line. The Strike ends that Coach’s Rush, and so it is now the opposing player’s go, but none of the players are reset. This has a few interesting effects. Firstly it makes the game faster. Moving all the models and then deciding how to redeploy them inevitably takes a minute or two. Mostly this is thinking time for the players, so how long depends on the individuals, but it takes more than zero time. So, here DB saves some time.