The defense coach moves first. All of the players begin the game in the “tunnel” leading to the playfield, and thus each one must be moved from their goal cave. The light colored square counts as the first square of their movement.
Play proceeds in turns. The defense coach makes the first move, then his opponent, and so on.
On a coach’s turn, he may move all of his players.
A player can move as many squares as they have movement points and take one action. A player that has been knocked down can stand up and take one action, but cannot move.
All actions are resolved by comparing one of the attacker’s ability scores to one of the defender’s ability scores to derive a modifier. If the attacker’s score is higher, then the modifier is a bonus equal to the difference between the two scores. If the defender’s score is higher, then the modifier is a penalty equal to the difference between the two scores. The attacker rolls 1d20 + the modifier to resolve the action. If the roll is equal to or greater than 10, the action is a success. If not, the action is a failure.
The following actions can be attempted in Cave Brawl:
Block: A block is an attempt to push an adjacent opposing player. Compare the blocker’s BT score to the defender’s BT score to derive the modifier. If successful, the blocker may move the defender one square in any direction. If they have any movement left, they can follow up an end the turn adjacent to the defender. The victim of a successful block suffers 1d6 points of damage. Deduct this from their hit point total. If the roll is a failure, the blocker’s turn is over.
Tackle: A tackle is an attempt to knock an adjacent opposing player over, forcing them to drop the ball. Compare the tackler’s BT score to the defender’s BT or CD score (whichever is higher). If the tackle is a success, the defender is knocked down and loses 2d6 hit points. If they were carrying the ball, it bounces into an adjacent square chosen by the defender. If the tackle is a failure, the tackler is knocked down in the square they occupy and loses 1d6 hit points.
Pass: A pass is an attempt to throw a ball from a passer to a receiver. Compare the passer’s PK score to a difficulty class (DC) based on the range of the attempted pass. For each opposing player adjacent to passer, the d20 roll suffers a -1 penalty.
Short Range (1-5 squares) = DC 4
Medium Range (6-10 squares) = DC 8
Long Range (11-20 squares) = DC 12
If the pass is successful, it is on target and the receiver may attempt to catch it and then move. If the pass is a failure, it lands 1d6 squares away from the receiver, placed by the passer’s opponent.
Catch: This is the attempt by a player to catch a ball that has been passed to them. Compare the receiver’s CD score to the same DC as for the original pass. For each adjacent opposing player, the d20 roll suffers a -1 penalty. If successful, the receiver now holds the ball and can move their allotment of squares. If the catch is failed, the ball is placed one square away from the receiver by the opposing coach.
Kick: Kicking works as passing. The ball is aimed at the tiny hole above the goal tunnel of the opposing team. A successful kick instantly ends the game in victory for the kicking team. The DC of the kick is determined by range, measuring from the kicker to the goal square. For each opposing player adjacent to kicker, the d20 roll suffers a -1 penalty.
Short Range (1-5 squares) = DC 14
Medium Range (6-10 squares) = DC 17
Long Range (11-20 squares) = DC 20
If the kick is a failure, the ball is placed 1d6 squares away from the goal square by the opposing coach.
Pick Up Ball: A ball that is loose on the ground can be picked up by a player. The player must move to the square containing the ball and pick it up. That player’s movement ends in that square.
A team that scores a goal by kicking wins the game automatically.
By moving the ball into the opponent’s goal square, a team scores one point. The first team to score an agreed upon number of points (3 can be considered the default) wins the game.
When a point has been scored, the ball is given to the opposing team and play begins again with each team in their goal tunnel. As always, play begins with the defender.
Keep It Moving
Ungawa demands action! If the offense (i.e. the team with the ball) has not moved the ball for two turns, Ungawa’s priests release one of the following terrors from their animal pits. Roll 1d6 to determine the beast:
Special: The victim of a pteranodon attack must roll 1d6. On a roll of “1”, they are picked up and carried off the field of play, never to return. The victim of a giant snake attack must roll 1d6. On a roll of “1”, they are constricted and unable to move until they make a successful Block attack against the snake. Each round they are constricted, they suffer automatic damage. The victim of a stirge swarm attack must roll 1d6. On a roll of “1”, they lose one point from each of the ability scores (BT, CD and PK).
The released animal either emerges from the left cave or right cave (flip a coin). It heads towards the nearest player on the team that has failed to advance and attacks. After that, the animal moves toward and attempts to attack (if it moves far enough) the nearest player from either team. The animal does not leave the field of play until a point is scored or the animal is killed.
To attack, compare the beast’s Power value to the defender’s BT or CD (whichever is higher) and roll 1d20 as normal. The type of beast determines the number of hit points the player loses on a successful attack. The beast rolls a number of 1d6 equal to its Power value to determine its hit points.
Attempts to block or tackle a beast are made by comparing the attacker’s BT to the beast’s Power value.
League play can be accomplished by forming a number of teams and then having each team play each other team, recording wins and losses, during the season and allowing the two teams with the best win-loss records play a championship at the end of the season.
Alternatively, you can put the teams in brackets, allowing them to play an initial round of games, the winners playing each other in successive rounds until only two teams remain.
Players that do not survive a game are replaced by new players for the next game. Each player that survives a game can improve one of their ability scores (BT, CD or PK) by +1. No ability score can be improved higher than a score of “8”.