Dirty Tricks
DT
- Assassin. You may use
this card at any time to make an assassination attempt on one opposing
player. The assassin fires a poison dart at the player, who collapses
in agony. Place the victim prone and then make a roll on the Injury
Table to see what has happened to them. No armor roll is required,
the victim is automatically injured.
DT
- Bad Press. You may play
this card at any time. Bad press resulting from libellous stories
that you have been leaking to the press about your opponents reduces the
opposing team’s fan factor by 1 point permanently.
DT
- Banana Skin. You may
play this card when an opposing player enters a square adjacent to one
of your own players. Your player has just finished eating a nourishing
banana to keep his energy levels up, and has carelessly dropped the skin
in the square now occupied by the opposing player. The opposing player
slips on the banana skin and comes crashing to the ground. Make an
armor roll to see if they are injured as normal.
DT
- Blatant Foul. You
may play this card when one of your players makes a foul. He lays
into the victim in a particularly vicious and disgusting manner.
Such is the blatancy of the foul that your player is automatically sent
off by the referee. Roll below for the effects on the victim: 1-2
= Badly shaken, they must miss the rest of the match. 3-4 = seriously
injured, miss the rest of this match and the next one too! 5-6 =
Dead, dead, dead!
DT
- Bribe the Ref #1.
Play this card just after the opposing team has committed a foul.
The referee awards a penalty against the opposing team even if their coach
did not roll a double when they made the foul.
DT
- Bribe the Ref #2.
You can use this card at any time to stop the referee awarding a penalty
on your team.
DT
- Bribe the Ref #3.
You can use this card at any time to stop the referee awarding an Illegal
Procedure penalty on your team.
DT
- Bribe the Ref #4.
You may play this card at any kick-off, before you have set up your team.
You have bribed the referee to turn a blind eye so that you can set up
12 players on the field. The extra player is allowed to stay on the
field until a touchdown is scored or the half ends
DT
- Custard Pie. You may
use this card at any time. Nominate one player on your team when
you use the card. The player has cunningly concealed a custard pie
about his person, which he may throw at an opposing player. This
counts as the player’s action for the turn and he cannot do anything else.
Roll to his as if the player were throwing the football. The pie
may not be intercepted, but if it misses, roll for scatter as normal.
A player in the square where the pie ends up is hit and knocked over, but
cannot be injured.
DT
- Double Cross. Play
this card when the opposing team uses a Dirty Trick or Magic Item card.
The opposing coach has been fooled by a con-man you hired to trick him
into wasting his money. His card does not work, and you may take
it and keep it for yourself to use later in the match.
DT
- Exploding Player.
You may play this card when your opponent makes a block against a player
in your team who has not taken an action since the last kick-off.
You have substituted the player for a cunningly built dummy packed with
explosives! When the opposing player makes the block the dummy explodes,
knocking over the player making the block automatically, and knocking over
other players adjacent to the dummy on a roll of 4+. Make an armor
roll for any player that is knocked over to see if they are injured as
normal. Remove the 'dummy' from the field and place it in the Reserves
box to show that the real player has come our from his hiding place.
DT
- Extra Training.
You can use this card in one of two ways: 1. You may use this
card at any time in exactly the same way as a Team re-roll counter.
2. You may play this card at the start of the match, before either
team has set up. It allows you to buy an extra Team re-roll counter
which you may keep permanently, so long as you have the money in your treasury
to pay for it. If you buy the extra Team re-roll, then update your
team roster accordingly.
DT
- Fake Play. You may play
this card when one of your players is about to throw the ball. He
fakes a hand-off which fools the opposing team into thinking he has given
the ball away. Because the opposing team are all looking at the wrong
player, they may not try to intercept the ball when the player throws it.
DT
- Greased Shoes. You
may play this card at any kick-off, after both teams have set up.
Nominate a player on the opposing team. Someone has greased the bottom
of the player's shoes, and as soon as he starts to run he realizes his
predicament. Roll a dice each and every time the player enters a
new square. On a roll of '1' the player slips over and falls down.
Make an armor roll to see if the player is injured as normal if he falls
over. The effects of this card last until a touchdown is scored or
the half ends.
DT
- Grudge Match. You
may play this card at the start of the match, before the ball has been
kicked off. It allows you to make any number of foul attempts each
turn, but no more than one on each opposing player
DT
- Hide the Ball. The
player holding the ball cunningly hides it under his shirt. Play
this card at any time. For the remainder of the turn when the card
is played the player with the ball may not be blocked by opposing players,
and does not have to make a dodge roll as he leaves a tackle zone when
he moves. At the end of the turn the players on the opposing team
realize what is up, and the player holding the ball may be blocked or tackled
as normal.
DT
- High Punt. You may play
this card when you kick off the ball. Work out where the ball will
land as normal. However, the ball has been kicked very high, and
it will not land until the end of your team’s first turn after the kick-off.
The ball lands at the very end of your turn, after you have made any and
all actions with your players. If the ball lands out of bounds or
in your half, then the opposing team gets the touchback and may give the
ball to any player in their team at the start of their second turn.
DT
- I'll Get You. You
may play this card just after you have kicked off, but before the receiving
team has started their first turn. One of you players has been winding
up an opponent. Nominate the player in you team and an opposing player
in an adjacent square. The opposing player attacks your player just
as the ball is kicked. Work out this block as normal but don't count
any assists for either side. This is against the rules so, after
the block is worked out, the referee sends the opposing player off for
the rest of the match, and the opposing team suffers a turnover.
DT
- Illegal Drugs. You
may play this card at the end of nay of your turns. Your players
have responded brilliantly to a course of steroid drugs designed to boost
their stamina, and may immediately take another turn. Do not move
the turn marker along for this extra turn (and your opponent cannot call
an illegal procedure for it).
DT
- Injury Time. You may
play this card at the very end of either half, after both teams have finished
all of their turns for the half. You have bribed the referee to let
play continue a little bit longer than normal before he blows his whistle
to end the half. It allows your team to take one extra turn.
The opposing coach may not make an illegal procedure call for this turn!
DT
- Kidnap Rival Coach.
You may play this card at any time. The opposing coach is kidnapped
from under the very noses of his players! For obvious reasons he
will not be able to 'argue the call' with the referee for the rest of the
game, and at the end of the match, the team must hand over all of their
winnings to you in order to get their coach back.
DT
- Knuckledusters.
Play this card just before making an armor roll for an opposing player.
One of your player’s soft calfskin gloves actually has sharpened spring-loaded
steel rods stitched into the knuckles which means that the victim automatically
fails their armor roll.
DT
- Mine. You may play this card
when an opposing player enters a square on your half of the field.
A mine that someone has carelessly left on the field explodes under the
player’s feet, knocking them over. Any players adjacent to the mined
square are knocked down by the blast on a dice roll of 4, 5, or 6.
Make an armor roll for all players who are knocked over and test for injury
as normal.
DT
- Morley's Revenge.
You arrange for the opposing team's supply of drinks to be spiked with
an extremely powerful Mickey Finn. You may play this card before
any kick-off takes place, but after the two teams have set up. Roll
a dice for each player on the opposing team: 1-3 = The player shakes off
the effects of the drug and it has no effect; 4-6 = The player collapses
to the ground. Place the player prone but do not make an armor roll
to see whether they are injured.
DT
- Pit Trap. You may play
this card when an opposing player enters a square on your half of the field.
A trap door opens under the player's feet, they fall through, and then
the trap door slams shut again trapping them below until the next kick-off!
If the victim was holding the ball, then play stops immediately and the
ball must be kicked off again by the team that scored last (any turns that
have been taken are lost though).
DT
- Razzle Dazzle! You
may play this card at the start of any of your turns. You have been
practicing a special play with your team. If it works it should give
you a sure touchdown. If it fails, you’ll be in deep trouble!
Roll a dice: On a roll of 1-2 the play fails miserably and your turn ends
imediately. ON a roll of 3-6 the play works brilliantly and the opposing
team are so confused that they may not do anything in their next turn!
DT
- Referee!!! You may use
this card at any time. Your players crowd around the referee yelling
"ILLEGAL PROCEDURE! ILLEGAL PROCEDURE!! ILLEGAL PROCEDURE!!!"
and commenting on the efficiency of his eyesight. The ref is completely
intimidated and calls an illegal procedure penalty against your opponent,
just as if they had failed to move their turn marker along one space before
taking an action.
DT
- Robbed. You can play this
card at the end of the match after the opposing team has collected their
winnings. You hire a famous burglar to steal their winnings from
the match. The opposing team loses the money they should have got
for the match, and you may add it to your own treasury instead.
DT
- Sewer Map. You may use
this card at any time to allow one of your players to sneak through the
sewers onto the field from the Reserves box. This means it is possible
to have 12 players on the field! Roll a dice to see where the player
comes up: 1 = Lost! The opposing coach may place the player in any
square; 2 - 5 = A bit lost. Nominate a square and roll for scatter
three times to see where the player comes up. If he comes up off
the field then he is beaten up by the crowd as if he had been knocked out
of bounds; 6 = Perfect! Place the player in the square of your choice.
The player may not move on the turn he appears.
DT
- Side Bet. Play this card
at the end of the match when you collect your winnings. You have
placed a side bet on the outcome of the game, and win a number of gold
pieces equal to the roll of a dice x 10,000.
DT
- Sorry Sir! You may play
this card when one of your players knocks an opposing player off the pitch.
Rather than ending up in the crowd the player luckily lands in his own
dugout. Unluckily he lands on top of one of his own team’s coaching
staff, squashing him flat! Place the opposing player in the reserves
box. Then pick one of the opposing team’s coaching staff models.
Roll a dice to see what happens to the victim: 1-2 = Badly shaken, they
must miss the rest of the match, 3-4 = Seriously injured, miss the rest
of this match and the next one too! 5-6 = Dead, dead, dead!
DT
- Sorry! You may play this
card at any time on one of your players that is in s square next to the
sidelines. He accidentally trips over and hurtles off the field,
tragically flattening one of the opposing team's coaching staff in the
process! Remove your player from the field and place him in the Reserves
box of your dugout, then pick one of the opposing team's coaching staff
models. Roll a dice to see what happens to the victim: 1-2 = Badly
shaken, they must miss the rest of the match. 3-4 = Seriously injured,
miss the rest of this match and the next one too! 5-6 = Dead, dead,
dead.
DT
- Spike. You can use this
card when one of your players commits a foul on a player on the opposing
team. The player runs up and spikes the opposing player by diving
at him head first! the opposing player is automatically injured,
no armor roll is necessary, and your player must be placed prone, and may
be injured as normal. Do not roll to see if the referee spots the
foul and awards a penalty.
DT
- Spy. You can use this card
to stop your opponent using a re-roll. The re-roll has no effect,
and still counts as the opposing team’s re-roll for the turn.
DT
- Stiletto. Play this
card just before making a block with one of your players. Instead
of making a block, the player stabs his opponent by slipping a thin bladed
stiletto knife through his armor. The victim is automatically knocked
over and injured - no dice rolls are necessary. Place the player
face down and roll for injury as normal.
DT
- Stink Bomb. You may
use this card at any time. Nominate a player on your team.
He has sneaked an extremely powerful stink bomb onto the field and can
throw it at an opposing player, rolling to hit like a normal pass.
Roll for scatter as normal if the pass misses. The stink bomb may
not be intercepted or caught. Note that because the stink bomb can’t
be caught, it will always bounce one square after it has been thrown.
Players in the square where the stink bomb ends up and all eight adjacent
squares fall over coughing and choking; lie them face up on the field but
do not make an armor roll for them.
DT
- Take a Dive. Play
this card when an opposing player attempts to move an extra square.
You have bribed him to take a dive. The player falls over and is
placed prone, but no roll is made for injury.
DT
- Trampoline Trap.
You may play this card when an opposing player enters a square on your
half of the pitch. A trap door opens under the player's feet and
they fall through it. A trampoline in the bottom of the pit hurls
them up in the air again. Roll for scatter to see what direction
the player flies off in, and a normal dice to see how many squares they
go. The player falls over when he lands, make an armor roll for him
as usual and he will drop the ball if he was carrying it. If the
square is occupied, then the occupier is pushed back and knocked over by
the impact (if prone they are pushed back and must roll for injury)_
DT
- Whoops! You may play this
card after your opponent has kicked off the football. Nominate one
opposing player who is in the tackle zone of one of your players.
Your player sneakily trips the opposing player up while the ref’s attention
is diverted by the kick-off. Place the opposing player prone, and
make an armor roll to see if he is injured using the normal rules.
Magic Items
MI
- Extra Training.
You can use this card in one of two ways: 1. You may use this
card at any time in exactly the same way as a Team re-roll counter.
2. You may play this card at the start of the match, before either
team has set up. It allows you to buy an extra Team re-roll counter
which you may keep permanently, so long as you have the money in your treasury
to pay for it. If you buy the extra Team re-roll, then update your
team roster accordingly.
MI
- Eye of the Eagle.
Whilst down a dark alley, you and your whole team have managed to persuade
a wizard to hand over a magic scroll. You can use this scroll to
cast a spell on a player in your team when he passes the ball. The
spell means that the player automatically passes the ball successfully,
there is no need to roll the dice.
MI
- Grasping Tentacles
of Altanson. A brave fan has journeyed on an Epic Quest
to bring you this magic scroll, which you can use during the match.
You can use this scroll to cast a spell on a player in your team when an
opponent tries to dodge out of his tackle zone. The opposing player
automatically fails his dodge roll and falls over.
MI
- Hawkfing's Curse.
You have luckily managed to obtain a magic scroll which you can use during
the match. You can use this scroll to cast a spell on a player on
the opposing team when they attempt to move an extra square. The
player automatically fails the dice roll and falls over.
MI
- Healing Scroll.
You have managed to lay your hands on a magic scroll which you can use
during the batch. You can use this scroll to cast a spell on a player
in your team who has just suffered an injury of any kind, including being
killed! The player is restored to health and should be left, face-up,
on the field.
MI
- Kelhoffer's Magic Foot.
While rooting through the darkest corners of your team's locker room, you
find a magic scroll which you can use during the match. You can use
this scroll to cast a spell whenever you are about to place the football
in the opponent's half after a kick-off. It conjures a ghostly magic
foot to kick off the ball, allowing you to place the ball in any square
that you like - you do not have to roll for scatter.
MI
- Knutt's Spell
of Awesome Strength. You have managed to lay your hands
on a magic scroll which you can use during the match. You can use
this scroll to cast a spell on a player in your team. The player's
muscles swell to heroic proportions. With a mighty shout he beats
his chest and flexes his biceps. Roll a dice and add the score to
the player's Strength for the rest of the turn.
MI
- Labbatt's Flying Fist.
Thanks to the untimely death of an avid (if kleptomaniac) fan, you have
inherited a magic scroll. You can use this scroll to cast a spell
on an opposing player at any time during the match. A magic fist
flies through the air and strikes the target. The resulting blow
is worked out as if the victim had been the subject of a block by a player
with a Strength of 10 who has the block and Mighty Blow skills.
MI
- Lurve Potion. You
may play this card at any time against any player on the opposing team
who is within 4 squares of the sidelines. You have slipped the player
a love potion and he has just spotted the woman, creature, or thing of
his dreams in the stands! The player dashes off the field to try
to reach his loved one, and is promptly beaten up by the crowd! Remove
the player from the field and roll for injury just as if they had been
pushed out of bounds. If the player was holding the ball, they will
drop it in the square where they were standing, and it will bounce one
square as normal.
MI
- Magic Hand of Jark Longarm.
Your team is featured on the cover of Spike! Magazine and in payment they
give you a magic scroll. You can use this scroll to cast a spell
on a player in your team when he tries to make an interception. The
player automatically intercepts the ball, there is no need to roll the
dice.
MI
- Magic Helmet. You
may play this card at the start of the match before the kick-off takes
place. Nominate a player in your team. He has managed to acquire
a special magical Blood Bowl helmet made of an extremely strong but very
light material. The player's Armor Value is increased by +1 permanently,
up to a maximum of 10. Update the team roster to show the player's
new Armor Value.
MI
- Magic Pills. You may
play this card just after a kick-off has been taken. All your players
who are on the field have been given a magic pill provided by a traveling
apothecary. The pills increase all of your player' movement allowances
by +1 point until after the next touchdown is scored.
MI
- Magic Potion. You
can give the potion to any player in your team just before any kick-off.
The effects of the potion will last until the next touchdown is scored.
Roll a dice: 1= The potion has no effect, obviously it was a dud!; 2-3=
The player gains +1AG; 4-5= The player gains +1ST; 6= The player can take
two actions per turn.
MI
- Magic Sponge. You
may play this card at any kick-off, before either team has set up.
It restores any KO'd or Badly Hurt players in your team to full health
and they may take part in the game as normal. Seriously injured or
dead players can not be cured by the Magic Sponge.
MI
- Mind Blow. You have
managed to lay your hands on a magic scroll which you can use during the
match. You can use this scroll to cast a spell at an opposing player
at any time. The spell blasts the already minimal intelligence of
the target with the formidable mind-power of the scroll's writer.
The unfortunate target is stopped in his tracks and may not move or take
any further action this turn. If he is blocked before he recovers
at the end of the turn then his Strength is halved.
MI
- Rakarth's Bounding Leap.
You have been given a magic scroll which you can use during the match to
cast a spell. You can use this scroll on a player in your team at
any point during their move. It allows the player to jump 3 squares
through the air in addition to his normal move. The player can ignore
any tackle zones when he jumps, and can even move through squares occupied
by other players (though he can't end the jump in an occupied square).
MI
- Rakarth's Obliteration
Spell. You have managed to lay your hands on a useful
magic scroll. You can use this scroll to cast a spell on a player
in your team instead of rolling the dice when you make a block. The
player automatically gets a 'POW' (defender knocked over) result.
MI
- Rakarth's Spell of
Petty Spite. You unexpectedly discover a magic scroll
under a pile of used jock-straps. You can use this scroll at the
start of the match to cast a spell on any opposing player. Roll a
dice for the player before each kick-off. On a roll of 4-6 he misses
the kick-off and must be left in the Reserves box (actually he's running
to the bathroom, but we won't go into that…). On a roll of 1-3 he
can take part in the drive as normal.
MI
- Scutt's Deluge of Despair.
You have managed to lay your hands on a magic scroll. You can use
this scroll to cast a spell at any time during the opposition's turn.
A miniature thunderstorm gathers and a sudden downpour soaks the playing
field. The opposing team's players have their movement halved (founding
fractions down) for the rest of their turn. The water magically evaporates
at the end of their turn.
MI
- Speed of Light.
You have won first prize in the Spike! Magazine "Spot The Chainsaw"
competition, and the prize is a magic scroll which you can use during the
match. You can use this scroll on a player in your team just before
they move. Roll a dice and add the score to the player's movement
for the turn.
MI
- The Secret Way.
You have managed to lay your hands on a magic scroll which you can use
during the match to cast a spell. Nominate one player in your team
and roll a dice. The player disappears from his current square and
reappears in any vacant square up to the distance of the dice roll away.
If there is nowhere for the player to reappear, then he is lost in the
warp and is never seen again! Teleporting is a free action and the
player may block, blitz, move or pass from his new square as if it were
his starting position.
MI
- Time Warp. Through shady
dealing you gave obtained a magic scroll which you can use during the match
to cast a spell on any player in your team. The player's metabolism
speeds up and he moves at a greatly accelerated rate for the turn.
This allows him to take two actions instead of the normal one. Both
actions must be taken together, one after the other.
MI
- Unseen Shield. You
have cunningly obtained a magic scroll which you can use during the match
to cast a spell when an opposing player passes the ball. The spell
creates an invisible barrier in a square anywhere you like along the ball's
flight path. The ball hits the barrier and is knocked out of the
air, landing in the nominated square. If there is a player in the
square they may try to catch the ball, otherwise the ball will bounce when
it hits the ground as normal
Random Events
RE
- A Better Offer.
You must play this card at the start of the match, before either team has
set up. One of the opposing coaching staff (you may choose which)
has been made an offer by an opposing team, and will leave unless the team
can beat it. In order to keep his staff member the opposing must
pay out a number of gold pieces equal to the cost for hiring them plus
the roll of one dice x 10,000.
RE
- A Large Donation.
You may play this card at the end of the match, when you or your opponent
is about to collect the winnings for the match. The card can be played
on either team. Whichever team it is played on donates all of their
winnings to a deserving charity. So impressed are the team's fans
by this gesture that the team's fan factor goes up by 1 point.
RE
- Away Fans Banned!
You may play this card at the start of the match, before the ball is kicked
off. The fans belonging to the other team have been banned from attending
this match after the riots which broke out after their last game.
No opposing fans turn up, but the gate is worked out as normal because
so many more of your own fans turn up to watch the match. Count the
opposing team as having a fan factor of '0' for the match.
RE
- Bad Habits. Play this
card at the start of the match, before either team has set up. The
opposing team has picked up some very bad habits and has its number of
Team Re-rolls reduced by 1 permanently. The opposing coach must update
his team roster accordingly.
RE
- Bankruptcy! Play this
card at the end of the match when the opposing coach tries to collect his
winnings. The opposing team has unexpectedly gone bankrupt after
some corrupt dealing by the board of directors. The team loses all
of their winnings for this match, and also have any money in the treasury
wiped out as well.
RE
- Biased Referee.
You may play this card at any time. The referee is biased towards
your team. Roll a dice each time he awards any penalties against
your team, or sends off a player for using a secret weapon. On a
roll of 4+ he turns a blind eye to the infringement of the rules and the
penalty is negated. What is more, he will keep an eagle eye on the
opposing team, so if one of their players uses a secret weapon he is automatically
sent off after a touchdown is scored. The effect of this card is
cancelled if the fans decide to 'Get the Ref' (even if it is your own fans
who get him).
RE
- Blitzkrieg. You may
play this card at any time. It allows a second player to make a Blitz
action, even though one player has already taken a Blitz action in the
same turn.
RE
- Burst Ball. You may
play this card at any time. With a loud "pop!" the ball
bursts and deflates. Play stops immediately and the team that kicked
off last must kick-off again (any turns that have been used since the last
kick-off are still lost).
RE
- Charity Match. Play
this card at the end of the match, when you roll on the Fan Factor Table.
Your team plays a charity match for the local orphanage. The great
publicity you receive for this kind act increases your fan factor by +1
point in addition to any modification you may roll on the Fan Factor Table.
RE
- Crazy Referee! Play
this card if the opposing team's fans attempt to 'Get the Ref' during the
match. The referee turns out to be a half-crazed ex-BloodBowl player
who is perfectly capable of looking after himself. He easily beats
off the attacking fans, and is so angered by the attack that he chases
the rest of them out of the stadium. The opposing team's fan factor
is reduced to 0 for the rest of the match.
RE
- Demo Game. Play this
card at the end of the match when you are collecting your winnings for
the game. You receive a number of gold pieces equal to the roll of
a dice x 10,000 for playing a demonstration game after the match.
RE
- Doom and Gloom.
You may play this card at any time. The opposing team is feeling
uninspired and depressed, and doesn't play with their customary flair.
They may not use any Team Re-rolls for the rest of the half.
RE
- Duh, Where Am I?
You may play this card when an opposing player is knocked over and passes
an Armor roll. Although the opposing player is not seriously hurt,
they have suffered one blow too many to their head and they become momentarily
confused. From now on until the next touchdown is scored (or a half
ends) the opposing player is treated as being a player in your team, (i.e.
he takes actions during your team turn and you may decide what he does).
RE
- Extra Training.
You can use this card in one of two ways: 1. You may use this
card at any time in exactly the same way as a Team re-roll counter.
2. You may play this card at the start of the match, before either
team has set up. It allows you to buy an extra Team re-roll counter
which you may keep permanently, so long as you have the money in your treasury
to pay for it. If you buy the extra Team re-roll, then update your
team roster accordingly.
RE
- 'Flu Bug. Play this card
at the start of the match, before either team has set up. The opposing
team is ravaged by a nasty strain of 'flu. Roll a dice and halve
the score rounding up (i.e. 1-2=1; 3-4=2; 5-6=3). The result is the
number of randomly selected players from the opposing team that must miss
the match.
RE
- Get 'Em Lads! You
may play this card when a player in your team is badly hurt, seriously
injured or killed by a player from the opposing team. Your players
go berserk and smash into the other team. From now until the end
of your next turn all of your players count as having a Strength 1 point
higher than normal and the Mighty Blow skill.
RE
- Half Time Team Talk.
You may play this card at half time. Your half time team talk inspires
your team. Roll a dice and halve the score rounding fractions up
(i.e. 1-2=1; 3-4=2; 5-6=3). The result is the number of extra Team
Re-roll counters you may take to use in the second half.
RE
- Hall of Fame. Play
this card at the start of the match, before either team has set up.
Amid much publicity the player in your team with the most Star Player points
is admitted to the Hall of Fame. The resulting press coverage means
that the popularity of the team is increased. Raise the team's fan
factor by 1 point to reflect this.
RE
- Heroic Effort. Play
this card when a player suffers an injury. Instead of rolling on
the Injury Table, leave the player standing up. If he was holding
the ball he hangs onto it too! At the end of the drive the player
collapses as the effects of the injury catch up with him. Roll one
dice and add +6 to the score, then look up the total on the Injury Table
to see what injury the player suffered. If the player suffers another
injury during the drive, it affects him normally, and in addition to the
effects of the injury he ignored.
RE
- Heroic Leap. You may
play this card at any time. It allows one player on your team to
make one leap, just as if he had the Leap skill.
RE
- I Am the Greatest!
You may play this card just after a touchdown has been scored by either
team. Two players in the opposing team become involved in an acrimonious
argument about the touchdown. You may choose the two players involved.
The two players refuse to be on the pitch at the same time for the rest
of the match. The opposing coach may only have one of the players
involved in the argument on the field at a time.
RE
- Injured in Practice.
Play this card at the start of the match, before either team has set up.
One randomly selected player on the opposing team is seriously injured
during practice. Roll on the Serious Injury Table to see what injury
they suffered. Note that the player will not be able to play in this
game because any serious injury causes a player to miss the next match.
RE
- Inspiration. Play
this card at the start of the match, before either team has set up.
You may give any one player in your team an extra MVP award, increasing
the number of Star Player points the player has by 5. If this takes
the player up a level you may take the Star Player roll before the match
starts.
RE
- Inspired Play. You
may play this card when one of your players takes an action. For
that one action you do not have to roll a single dice, because everything
the player attempts to do that involves a dice roll works automatically!
For example, if he attempts to pick up the gall he will do so automatically,
if he makes a block he will knock the opposing player over automatically,
and so on. Note that this ability will not apply to Armor rolls or
injury rolls you make for players knocked over by the inspired player!
RE
- Is it a TD?
You may play this card when an opposing player scores a touchdown.
The ref's line of sight is blocked, and he does not award a touchdown straight
away. The opposing team turn ends as normal, but then you are allowed
to take one bonus Blitz action with one player. If this results in
the scoring player being knocked over, dropping the ball, being pushed
our of the End Zone then the referee does not award a touchdown any you
may carry on to hour next team turn (and the player who took the bonus
action gets another go!). Otherwise the referee awards the touchdown
as normal.
RE
- It Wasn't Me. You
may play this card at any time. One randomly selected player on the
opposing team is arrested for a minor crime and must miss the rest of the
match. If the player is on the field then remove him immediately
(the ball scatters once from his square if he was carrying it). The
opposing coach may get him out of prison at the end of the match by paying
his bail of 50,000 gold pieces. If he will not or cannot then the
player will stay in jail and continue to miss matches until the bail is
paid.
RE
- Merchandising. Play
this card at the end of the match when you collect your winnings.
The sale of T-shirts and baseball caps with your team's logo has reached
record proportions. You receive a bonus to your winnings equal to
your team's fan factor x 10,000 gps.
RE
- Number One with a Bullet.
Play this card at the end of the match when you collect your winnings.
One of the players in your team has revealed until now hidden talents as
a singer/song writer (decide randomly which player it is). His performance
of his newly written team song before the match is a smash hit and sales
of the song sheet go very well indeed. For every 10,000 fans that
turned up for the match, you receive an extra 10,000 gps winnings.
RE
- Peaked. You may play this
card at any time. Nominate a player on the opposing team. That
player has 'peaked' and cannot earn any more Star Player points ever again.
The opposing coach should note that the player has peaked on his team roster.
RE
- Player Strike. Play
this card at the start of the match, before either team has set up.
The players on the opposing team refuse to take part in the match unless
they are paid more money. The opposing coach must pay them a number
of gold pieces equal to the sum of two dice x 10,000 gold pieces, or all
of the money in his treasury, whichever is less.
RE
- Press Gang. You must
play this card at the start of the match, before either team has set up.
One randomly selected player on the opposing team is kidnapped by a press
gang from the Empire's navy. Roll a dice at half time to see when
the player returns: 1-2= Escapes and returns in time for the second half;
3-4= Escapes and returns at the end of the match; 5-6= Forced to serve
as a slave on an Empire War Galley. He must miss the rest of this
match and all of the next one too.
RE
- Snack Break. You may
play this card at any time. Nominate one player on the opposing team
who is within 1 or 2 squares of the sidelines. This player has taken
the opportunity to grab a quick bite to eat, and is in the process of gulping
down a McMurty burger he has bought from a vendor in the stalls.
He loses his tackle zone for the rest of the turn.
RE
- Special Offer. Play
this card at the end of the match, after you have collected your winnings.
It allows you to buy a player, including a Star Player, at half the normal
cost. If you do not buy the player now then you miss the opportunity
- you cannot wait for a few matches until you have enough money in the
treasury!
RE
- That Boy's Got Talent!
You may play this card whenever the fans throw the ball back in, throw
a rock at a player, or invade the field. You spot a fan in the crowd
who displays great natural athletic ability and would make a great BloodBowl
player. You sign him on straight away, and he is do eager to play
that he joins your team without demanding the usual fee! You may
immediately add another player from your team list to your roster for free.
You are free to choose any player from your team list.
RE
- That Makes Me Mad!!
You may play this card when the opposing coach states that he is going
to foul one of your players, before the armor roll for the foul is made.
The player being attacked is so incensed by the foul that he leaps up and
smashes the player making the foul to the ground. Stand the player
being fouled up, place his attacker prone, and make an armor roll to see
if the attacker is injured.
RE
- The Big Match. You
may play this card at the start of the match, before either team has set
up. If you decide to play it then the match is being televised by
the Broadcast Networks. The increased publicity means that both teams
may add +3 to the dice roll on the Fan Factor Table at the end of the match,
and that both teams roll two dice and add them together to work out their
winnings.
RE
- The Chuck. You may play
this card at any time. Your fans put on an awesome demonstration
of 'The Chuck', lifting your team and inspiring the players. Roll
a dice and halve the score, rounding fractions up (i.e. 1-2=1; 3-4=2; 5-6=3).
The result is the number of expended Team Re-roll counters you may take
back immediately.
RE
- This Will Hurt a Bit.
You may play this card at any time on a player from your team who has been
KO'd, Badly Hurt or Seriously Injured. The player's shoulder was
dislocated, but has helpfully been 'popped' back into place by an assistant
coach. After a minute or two the player's screams subside, and you
may move him from the Dead & Injured Players box to the Reserves box.
RE
- Under Scrutiny.
Play this card if your opponent declares that they are going to make a
foul, or if they attempt to bring a secret weapon onto the field.
The opposing team is being very closely observed by NAF officials who have
heard rumors of underhand tactics being used by the team. The opposing
coach may not make any fouls or use any secret weapons during the match.
RE
- Unsportsmanlike Conduct.
Play this card just after the opposing team has scored a touchdown.
The opposing player that scored the touchdown is sent off by the referee
for taunting your fans, and must miss the rest of the match.
RE
- Will. Play this card at the
end of the match when you collect your winnings. A dead fan has left
you his entire fortune, and you gain a number of gold pieces equal to the
roll of a dice x 10,000.
RE
- Woof Woof! You may play
this card when the ball is lying on the ground in an empty square.
A stray dog leaps onto the field, and before anyone can stop him he grabs
the ball and runs off with it! You may immediately move the ball
a number of squares equal to the roll of two dice added together, representing
the dog running around the field with the ball. It may not enter
a square occupied by a player or leave the field, but it may ignore tackle
zones as it moves. Once he has finished moving the ball, the dog
drops the ball and it bounces 1 square. The dog then scampers off
the field never to be seen again!
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