Dreadball 2.0 Rules review

Like a lot of people I have been eagerly waiting for the Dreadball 2.0 kickstarter to be completed. It may have taken longer than stated but the wait was well worth it. The box contents for me really did impress me particularly the models. Check out our YouTube page here to see an unboxing video. I am going to take a look a the new rules and go through the changes to the basic rules.


A prominent difference in this version of Dreadball is the addition of the Agility stat. This has allowed some of the actions to be split between Speed and Agility tests. This means teams that are not necessarily fast can still be nimble when it counts. The biggest change for me is that Jacks can now move their full distance as part of another action. This makes Jack heavy teams much more versatile. Jacks now also get +1 dice to all Speed tests, strikers +1 to Agility and Skill tests and Guards +1 to Strength and Armour tests.

Game play

The basic fundamentals of the game have not been changed just tweaked. If you launch the ball now and it hits the back wall you roll first to determine which side the ball will go. Now you roll a dice and move the ball that many hex’s rather than the ball just dropping into the first hex. With a scattering ball it now states that you can choose not to catch the ball if you don’t want to. However this will cost you Fan factor as it upsets the crowd. The Ball hog foul has now been removed and replaced with the ball automatically scattering. So now if you block all routes to the ball from your opponent the ball will scatter immediately. The ball will also scatter if it lands on the entry hex from the subs bench.


All the basic actions from version 1 are still the same but some of them now use the Agility stat. Dash still uses the Speed stat but evade, stand up, steal and dodge all use Agility. Running interference has changed slightly. You can now give it to a jack with an “any player, any action” card making it a lot more accessible.


There are now two types of card in the deck, action cards and special cards. Action cards are the same as what they were in the previous game, allowing extra actions to be given to players. Special cards now incorporate the old type of special and event cards and these can be played at any point during yours or your opponents rush. The cards also still do their other functions in the game of moving the referee and fan factor. There is no longer any random player allocation to special effects of a card the player is just chosen. Also the special effect only lasts until another special card is played or until the end of the rush that the card was played in. Lastly cards can now be traded in for a re-roll on any dice after rolling it.

So these are the basic changes to the rules that I have found so far. In the next article I will look at some other changes to the rules and new additions such as the captains.

May your strikers be quick and your guards steady.



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