At least, that’s how it feels for me. Later today the beta rules for DBX go up, and if experience is anything to go by that will rather increase my time answering emails and comments.
The Mantic podcast I recorded on monday will also go up today and that’s got some explanation and some tease as well.
With DBX, as with any other new game, there is a lot to explain. And, me being me, I’d like to explain the why as well as the what of the thing. I always think that understanding the background to a rule helps you understand and remember the actual rule itself because it’s less abstract. There’s a reason things are the way they are.
Once you guys have the rules to read and play with then we can start talking details. That’s when the real fun starts π
can’t wait to read them!
are they something that goes on the top of the existing DB rules (like some sort of expantion) or are they completely independent?
They share many of the same core rules. However, they are written as a separate game. The DBX rulebook contains what you need to play DBX. You don’t have to own the previous DB rules.
There appears to be totally different tokens and such compared to the big lights of regular (legal) Dreadball. So I’m thinking almost completely different except for much of the actions, like Fouls, Slams, Throws and so on. Definitely want to see how Sponsors get to bribe and intimidate opposing (players?) side. Robots Team looks like it could be used in Warpath and Deadzone, esp with the optional parts. Can’t help but wonder the same about the Kovoss Mutants too.
I can see bits of the mutants and robots turning up in all manner of conversions even without any rules for using them as whole models – just cos they’re cool bits π
And I’m not saying that they won’t turn up…
The fact that you do explain the why and the what of things is a BIG plus to me.
Much appreciated.
Went for a Frenzy pledge without thinking twice. π
Can’t wait to read the rules.
Thanks Rolex. Shouldn’t be long.
I *hate* the new stat display. It offers nothing useful. Please go back to the old statline display from the DB rulebook.
I like it personally looks more unique and pro. Could do with a key though for those that dont have the Pg stuff. Most of it you can get just the funky symbol above armor.
I’m not sure whether the printed version of the rules will use the old or “new” style. The hex display does seem a bit of a marmite design.
Will there be a call out section to point out rules that are slightly different from Dreadball? I’m thinking of the scatter rules in particular. The fact that DBX players may try to catch the ball is a fairly subtle, but important, difference from DB. It that might be glossed over by long time DB players.
I was going to write a post on exactly that topic as there are both large and obvious and subtle and slight changes to find π
Hello Jake,
Can you discuss the reasoning behind the drop in actions per rush from 5 to 4?
It seems to me it makes some of those complex move/throw/catch/move/strike combos harder and at the very least in a game billed as more violent removes an opportunity to bash someone with my guard at the end of any rush if I have nothing better to do.
Happy to discuss this. I was going to write this up as a design notes post either today or tomorrow.