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Troll Ball

Home > General Resources > Troll Ball

Trollball is an ancient and popular sport among trolls. This popular game is found in the Troll Realms RQ supplement.

Object of Troll Ball

The object of the game is to move the live portion of a trollkin across the goal line. This scores one point. The team with more points at the end of an agreed-upon time is the winner. If time runs out and there is a tie, a champion from each side is chosen and the team whose champion throw the trollkin the furtherest is declared the winner.

Troll Ball Teams

A team has seven players, one of whom may be a great troll. The rest must be dark trolls. Only five players are allowed on the field at a time. One of the five, normally a great troll, is designated goalie, and may not leave the red zone. Four are field players, and may go where they want on the field. The two remaining are replacements, who must stay off the field but may go where they want along the perimeter of the field. Replacement of injured players is simple. The player who is hurt must reach any sideline, with or without assistance. Once done, the replacement may run on field. A team sponsor must be a male and a cult leader. The sponsor often heals wonded members off-field.

Troll Ball Field

A trollball field measures 90 feet by 153 feet. The goals are 30 feet wide, centered at opposite ends of the long axis of the field. Posts driven into the ground generally mark the goal area. Corners are marked the same way. Red zones are very important to play and are carefully marked. Single posts, usually wood, are driven into the ground on the fields midline, 30 feet from each goal. These posts are very important, and teams treat them with reverence. Pre-game sacrifices are also made to the posts. The red zone is marked on the ground with the blood of the victim's sacrificed. This is done with great solemnity, and all the players and spectators chant prayers for their team to win.

Other Participants

Two giants usually act as referees, and are paid very well in food after the game. In a game, their job is to literally kick off the field any trolls who break the rules. A beautiful priestess is always on hand. She places herself in Mindlink with the trollkin and is given the best seat in the house. If the trollkin dies in play, she passes out; the game is stopped to replace the trollkin and revive the priestess. One trollkin at a time is used for play; a number are usually needed for a full game. Replacement trollkin are generally grabbed at random among the spectators.

Other Troll Ball Rules

In addition to those mentioned above, only a few other rules exist for this game. The giants enforce them:

* Blunt weapons only. No slashing or impaling weapons allowed at all. Any type of armor is acceptable.

* No magic of any sort may be used on the playing field. A special Warding spell causes any magic-wielder to glow; the malefactor is ejected from the game in great disgrace.

* No missile, except the ball, may be used by any player in the game

* It is illegal to deliberately maim the trollkin while holding it. It is legitimate to parry with the trollkin, or to release it and then try to maim it, or other such ideas.

* The goalie may not leave his red zone.

* A replacement may not enter the field until the troll he replaces has been moved off-field, whether carried, pushed, dragged, or under his own power.

* A team may not enter the opposing red zone unless the trollkin is in their possession. Players may enter their own red zone at any time.

* Spectators may throw anything they want at enemy non-goalie players in any red zone, but players may not harm the spectators in any way.

Other Notes

GIANTS KICKING TROLLS: The giant must be within kicking distance of the troll, who certainly may attempt to run away or dodge. A troll who manages to evade pursuit until the giant gets bored and stops chasing has also evaded his penalty. All giants Kick at 100% and do 2D6 damage, knocking the troll 2d6 meters away. If a troll is kicked off-field, a replacement may enter play. A giant may kick a given troll repeatedly, in a fit of rage or just to get him off the field.

CROWD MISSILE ATTACKS: when a team enters its opponent's red zone, alert spectators always throw old bones, rocks, and (especially) empty liquor jugs at the enemy team. Roll 1D10 for the number of throws per round, then roll 1d6 for each cast. Only a result of 1-2 indicates a hit. A roll of 1 gives 1d4 damage, while a roll of 2 gives 2d4 damage.

STRUGGLING TROLLKIN: at the end of each round the gamemaster must roll to see if the trollkin escapes. Match the trollkins STR again ½ of the troll's STR if it is carried on-handed, or against the troll's entire STR if it is carried two-handed.

LOOSE TROLLKIN: a free trollkin immediately runs 2d6 meters in a random direction. Number the compass directions form 1-8, then roll 1d8 to determine the direction it runs. If the trollkin is still uncaught after running 2d6 meters, it changes direction and runs another 2d6 meters, and keeps this up until it has finished movement for the round.

DEATH ON THE FIELD: a troll killed in play is automatically resurrected by the god of game after being taken off-field. A dead troll still must be removed from the field or his replacement cannot come on.

BLOCKING: whenever two trolls collide, have each match his SIZ against his opponents SIZ on the resistance table. If a troll is victorious, his opponent is knocked down. Since both trolls roll, both may be knocked down.

RUNNING: as per normal RQ rules. A troll may move at up to double speed by expending double fatigue.

Rules for Abilities

CATCH: use Throw skill. For snatching a trollkin out of the air who has been kicked or thrown or otherwise is flying about. The trollkin must land directly upon the catcher for this skill to be used at full value. A team member has ½ his throw to catch a trollkin landing nearby. If the trollkin lands some distance off, the troll may wish to use a Jump skill to dive to the spot the trollkin falls, after which the troll uses half his Throw to catch the trollkin.

DODGE: use Dodge skill. For both dodging normally and throwing oneself out of the way, ending the turn upon the ground and unable next round to do anything but getting up. When used in the latter mode, the character gets double his Dodge skill to determine success.

GRAB: use Grapple skill. For successfully laying hands upon a trollkin or troll who is rushing about, trying to dodge, etc.

JUMP: use Jump skill. As in RQ. For leaping atop rocks or over pits on the field.

PUNT: use Kick skill. The ability to drop kick a trollkin a certain distance and direction. The distance in meters is equal to the kicker's STR. If the kick roll succeeds, the trollkin flies through the air and lands 1d20 feet from the chosen target point (number the eight compass directions and roll 1d8 to determine direction); the trollkin takes damage equal to the kicker's damage bonus. If the roll fails, the trollkin is dropped and begins running randomly.

THROW: use Throw skill. Makes a high, arching lob, for throwing a trollkin to a desired place. Distance in meters equals the thrower's STR minus the trollkins SIZ. A successful throw drops the trollkin exactly where aimed. A failed roll lands the trollkin within 1d20 feet of the target zone.

RuneQuest Declaration


The time has come to launch the roleplaying game RuneQuest into the spotlight. This great game has been around for decades and unfortunately has been out of print for years.
We know that there are many of us that have been greatly disappointed with this development and have already created our own resources to replace what might have been printed. It is the purpose of this declaration to officially ask the loyal RuneQuest community to continue on. We must always fight for the game to be re-published as it was originally and to continue creating resources for all of us to enjoy. As a community of roleplayers, we must come together to immortalize RuneQuest and ensure that it never dies.

To this end we will continue expanding our own website and encourage all others to continue as well. We also call upon all Runequesters that do not have a website, to create one when possible, so that they can share their ideas with all of us if desired. We invite any who visit our pages to consider learning about and playing RuneQuest. We have created an area where newbies may come to find Runequesters in their local area to game with. We should help and encourage these new players and show them how much fun and enjoyment roleplaying gives us.

Finally, we would like to thank all of those who continue to support and immortalize RuneQuest. It pleases us that so many players are now online and that resources abound for all of us. May the game to continue to grow. Remember to always enjoy the roleplaying experience and keep it alive within your imagination.

Update: Mongoose Publishing has announced that the legendary RuneQuest roleplaying game will be added to their licensed publications in June 2006.


URR Team


Tribute to Dragons


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