
Blood Bowl Cards
Magic Items
Dirty Tricks
Random Events
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.
Notes: This card will cause a Turn Over if used against a player on the moving team
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.
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.
Notes: This card will cause a Turn Over if used against a player on the moving team
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!
Notes: This will cause a Turn Over. This card cannot be argued, but cards could be used to negate the penalty.
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.
Notes: This will cause a Turn Over. This card cannot be argued successfully, but cards could be used to negate the penalty
Bribe the Ref #2
You can use this card at any time to stop the referee awarding a penalty on your team.
Notes: This card will negate automatic penalties (like from the Blatant Foul card)
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
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.
Notes: That this will cause a Turn Over if a player from the moving team falls down. This card does not count as a pass action. You CAN use this card during your opponents turn. THe player throwning the pie cannot perform any other Action this turn. The card Eye of the Eagle CANNOT be used to guarantee the success of the 'Pass'. The ball carrier may still be the 'passer' when playing this card.
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.
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.
Notes: A player who has previously taken any action during the current drive cannot be the exploding player. This will cause a Turn Over if a player on the moving team falls down
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.
Notes: Since you cannot even attempt an Interception, you cannot use a card that allows you to auto-intercept either.
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.
Notes: You don't have to roll for the shoes for the space that you jump over.
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
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.
Notes: This card can be used to effectively negate the Diving Tackle skill.
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.
Notes: You must use this before rolling for the Kick Off result.
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.
Notes: This penalty cannot be successfully argued, but some cards could negate the penalty. This card may not be played if the kickoff roll results in a BLITZ!
Illegal Drugs
You may play this card at the end of any 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).
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!
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.
Notes: Undead players cannot use the Regenration skill if their Head Coach/Necromancer has been kidnapped. Vampires can use the Regeneration skill.
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.
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.
Notes: If a player from the moving team falls, this is a Turn Over. The mine could be anywhere on your half of the pitch, not just the Line Of Scrimage
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.
Note: This will not cause a Turn Over since it happens during the Kickoff and not during anyone's turn
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).
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!
Notes: Since the roll happens at the start of the turn, you could use a team ReRoll to reroll this card
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.
Notes: If you have a Team ReRoll you could burn it to negate the IP. This card can be played after a failed roll to prevent a reroll.
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.
Notes: This gets all of your opponents winnings, no matter the source.
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.
Notes: You roll the dice before placing the player
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.
Notes: Counts as part of your winnings
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.
Notes: Coaching staff consists of: Head Coach, Assistant Coaches, Cheerleaders, Apothecary, and Wizzard (specialist wizzard). Undead players cannot use the Regeneration skill if their Head Coach/Necromancer has been hurt (this does not include Vampires).
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!
Notes: Coaching staff consists of: Head Coach, Assistant Coaches, Cheerleaders, Apothecary, and Wizzard (specialist wizzard). Undead players cannot use the Regeneration skill if their Head Coach/Necromancer has been hurt (this does not include Vampires).
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.
Notes: Even though no penalty is called, this will result in a Turn Over since your player is placed prone.
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.
Notes: This card can stop any type of ReRoll: Skill, Team, Leader, Kickoff result, Card, Trophy, and/or any other not mentioned.
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.
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.
Notes: Does not count as your pass action. Can be used on your opponents turn. You could use this before or after taking an action. If a player from the moving team falls over, it will cause a Turn Over. The ball carrier may be the 'passer' when using this card.
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.
Notes: This card does cause a turn over
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)
Notes: The Trampoline can be in any square on your half of the pitch. Will cause a Turn Over if a player on the moving team falls down.
Whoops!
You may play this card after either you or your opponent has kicked off the football but before the turn starts. 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.
Note: As this happens before the turn starts, no Turn Over will happen no matter who kicks.
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.
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.
Notes: A player with the Stand Firm skill would not fall over, since this is treated as a failed dodge roll. You cannot reroll this dodge.
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.
Notes: This will cause a Turn Over. You cannot use a skill to avoid this card
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.
Notes: You must use this card immediately after the player gets hurt. You may attempt an apothecary roll before using this card if you wish.
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.
Notes: You may use this scroll after someone has announced a block against you. The spell last throughout the turn, so it last thoughout a frenzy or if someone else blocks you later (or you somehow get to block again this turn).
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.
Notes: You need to nominate a square from which this spell is being cast so that you can determine how any pushbacks will be handled.
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.
Notes: Only the sidelines, not the endlines, count for this card. If this is played on a player on the moving team, it will cause a Turn Over.
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.
Notes: This allows you to intercept even if the passer has the safe throw skill.
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.
Notes: Only one helm per head.
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.
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 for the duration of the current drive. 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.
Notes: If you roll a 6, you can take two actions, However, these two actions cannot be both blitzes, fouls, or passes. Two blocks is ok, since you are not limited in the number of blocks per turn. Some cards may let you take two blitzes (Blitzkreig) or two fouls (Grudgematch).
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.
Notes: All players in your KO and BH boxes come back.
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.
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).
Notes: The player does not have to make a landing roll.
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.
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.
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.
Notes: This halves your base movement, so if you have already moved some squares when this card is played, you may not be allowed to move any futher. YOu can still GFI, and only one GFI is required per square entered.
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.
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.
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.
Notes: These two actions cannot be both blitzes, fouls, or passes. Two blocks is ok, since you are not limited in the number of blocks per turn. Some cards may let you take two blitzes (Blitzkreig) or two fouls (Grudgematch).
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
Notes: Cannot be used against a Handoff
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.
Notes: Coaching staff: Head Coach, Assistant Coaches, Cheerleaders, Apothecary, and Wizards (specialist wizzards). If you use it on the Head Coach, the cost is just 1d6x10k, but if they don't pay then that team cannot argue calls for the rest of the game, also Undead players would not be able to regenerate without the Head Coach/Necromancer (excepting Vampires).
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.
Notes: This takes away all your winnings, no matter the source.
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.
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.
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.
Notes: This takes away all your treasury and/or winnings, no matter the source.
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).
Notes: This card may be used for any penalty which can be argued.
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.
Notes: This does not let the same player make the extra blitz--remember, only ONE action per turn per player (barring special play cards)
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).
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.
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.
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.
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.
Notes: This does not remove the RR's, so you could use them in OT.
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).
Notes: If the Armor is NOT broken (ie, you roll a modidfied 8 or less against AV8), then you may use this card. You MAY stand the player up on the same turn you use this card, since he did not fall down when he was a member of your team. The player gains no SPP'S while 'playing' for your team, nor may he score a TD for you (the referee still knows which team he is on), but if you aren't careful, he could score a TD for your opponent :)
'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.
Notes: The striken players will NOT be able to earn MVP's at the end of the game
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.
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.
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.
Notes: You don't get to pick who this goes to unless you have 2 (or more) players leading your team in SPP's.
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.
Notes: Due to how Online rolls are made, you may use this card even after you see the result of the armor/injury roll.
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.
Notes: This only adds the leap skill to the player, so it still takes 2 MA to do and you must make a landing roll.
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.
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.
Notes: This is a SI (minimum of miss next game), but the game missed is the current game. YOu may use an apothecary on this player, but then your apoth will be unavailable for the next match. This casualty does not count towards your Team Causalties for this game.
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.
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!
Notes: EVERYTHING works for one action. For example: You dodge thru 3 tackle zones to pick up the ball, then dodge back thru the 3 tackle zones to throw a long bomb to a waiting player--without rolling ANY dice. This card may only be used on your own turn.
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.
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.
Notes: Until you pay to get him out, or fire the player, the player will count against your roster limits. If you retire the player, you cannot make him an assistant coach UNLESS you pay the 50k fine.
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.
Notes: This counts as part of your winnings.
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.
Notes: This counts as part of your winnings.
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.
Notes: The number of SPP's the player has is still used to determine TR, however, the player can never gain any more SPP's.
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.
Notes: If you have no money in the treasury, the players have pity on you and play anyway.
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.
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.
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!
Notes: This card can only be used for PLAYERS, not coaching staff. You cannot use this card to get Free Agents.
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.
Notes: You are still limited by position limits (no having 3 or more mummies on the undead team for example).
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.
Notes: This will cause a Turn Over.
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.
Notes: This counts as a part of your winnings.
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.
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.
Notes: You can play this card at any time AFTER the player has gone to the KO/Injured box.
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.
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.
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.
Notes: This counts as a part of your winnings.
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!
Bloodweiser Time
You may play this card before any kick-off takes place, but after the two teams have set up. It seems that one of the alcohol vendors has wandered a bit too close to the dugout, and the opposing team is now drunk! All opponents suffer a -1 penalty on any roll made on the Agility Table. The effects of this card last until a touchdown is scored or the half ends.
Brass Knuckles Day
Play this card at the start of the match, before either team has set up. The first 50,000 fans through the gate get their own brass knuckles, complete with official team logos! For the rest of the match, all injury rolls are made at +1 when a player is pushed off the pitch into the crowd.
Notes: This does NOT affect the kickoff result Pitch Invasion.
Bribe The Announcer
Play this card at the end of the match when you collect your MVP awards. You have bribed the announcer to call the game as you see it, and may assign your awards however you want (so long as it's legal!)
Butterfingers!
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 pick up or catch the ball (this includes taking a handoff). The player simply can't seem to find the handle! He automatically fails the dice roll, and the ball will scatter one square.
Cup-a-joe
Play this card on any player in your team just before any kickoff. The player took a powerfull magic pill loaded with concentrated caffeine! He may stand up for free at the start of any action, just as if he had the Jump Up skill. He also gains the Frenzy skill, but any attempt to handle the ball will fail automatically, there is no need to roll the dice. The effects of this card last until a touchdown is scored or the half ends.
Did Somebody Say McMurty's?
Play this card immediately after a touchdown has been scored. McMurty's is having a special on burgers today. Being the kind-hearted coach you are, you have plastered this news all over your opponent's dugout. Roll a dice. The result is the number of randomly selected players from the opposing team that must miss the next kickoff, as they are waiting in line for their burgers! Place the players in the Reserves box, they may not take the field this drive.
Notes: This card cannot be played for the start of the second half if a touchdown was scored at the end of the first half.
False Start
You may play this card after any roll has been made on the kickoff table, but before the result is applied. The opposing team has started before the whistle! The referee stops and then restarts play immediately. Leave the teams in the same setups, and roll on the kickoff table a second time.
Fizzle
You may play this card when your opponent casts a spell or attempts to use a Magic Item. Something has gone terribly wrong and the magic has fizzled out. The spell or card is wasted, and has no effect.
Gimme That!
You may play this card after one of your players has pushed an opponent who is holding the ball without knocking him over. Your player has waited all game to show what he can do, and he wants that ball NOW! The opposing ball carrier automatically drops the ball. What's more, he drops it right into the hands of your player, who catches it automatically!
Gotta Be The Shoes
You may play this card after both teams have set up, but before the ball is kicked off. One randomly selected player from your team has signed a one-off endorsement contract with Orcidas. For every SPP earned by that player this game, your team gains 10,000 Gold Crowns when you collect your winnings at the end of the match.
I'll Take That!
You may play this card when an opposing player who is holding the ball enters a square adjacent to one of his own players. That player has been itching to show his coach how great he is, and takes the ball! This counts as the team's handoff for the turn, but it is automatically successful, there is no need to roll the dice.
I've Created A Monster!
You may play this card when a player in your team is knocked out by a player from the opposing team. Instead of placing him in the KO box, leave the player on the field, face up. The devastating hit has unleashed his hidden potential! The player gets a +1 bonus to all stats (MA, ST, AG, and AV). The effects of this card last until a touchdown is scored or the half ends.
Johnny Waterboy
Play this card at the start of the match, before either team has set up. You have hired the famous Johnny Waterboy for this game, and his special smelling salts work wonders on your players! For the rest of the match, all knocked out players on your team recover on a roll of 2+ instead of the usual 4+.
Last Ditch Effort
You may play this card when a player on your team passes the ball. The player may throw the ball to any square on the field, just as if he had the Hail Mary Pass skill, but the ball will only scatter once instead of three times.
Miraculous Recovery
Play this card at the start of the match, before either team has set up. After some shady dealings, you've gained the services of a powerfull Necromancer that performs delicate operations using mystical powers. Remove any one permanent injury from the player of your choice.
Notes: The Necromancer will not operate players from the opposing team nor can the card be traded. Thus, this card cannot be used to cure a player from the other team.
Mother, May I?
You may play this card at the start of the match, before the ball has been kicked off. Nominate a player from the opposing team. That player's mother is attending today's game, and she has warned him that he had better play nice with the other boys, or else! All injury rolls made by that player automatically result in "Stunned," there is no need to roll the dice.
Palmed Coin
Play this card before any coin toss. Your team captain has sneakily replaced the usual coin with a double-headed eagle! You win the coin toss automatically, there is no need to flip the coin.
Poor Bodily Hygiene
You may play this card at any kickoff, before either team has set up. Nominate a player from the opposing team. This player is suffering from some extremely bad body odor, and his team-mates have forced him to take an early shower! The player must remain in the Reserves box until a touchdown is scored or the half ends.
Raindancer
While traveling between matches, you encounter a wandering wizard who gives you this scroll. Play this card at the start of any team turn. The scroll's magic allows you to choose the weather from the options on the weather table immediately!
Ringer
You may play this card at the start of the match, before either team has set up. Nominate a player on your team (it can be a MNG player or one missing the game due to a Niggling Injury). That player has taken the day off, and has hired a lookalike to play in his place. The substitute player has the stats of any rookie player from your team roster (meaning, no allies!). Note that this is the only way your team can violate the usual limits on position players.
Magical Playbook
You've got your hands on a Magical Playbook that you may use when any player on your team makes a Star Player roll. After rolling the skill(s), you can give any player the Playbook, allowing it to re-roll the skill roll, keeping the second result, whatever that is. Note that you can use this card after you have rolled more than one skill, and decide to re-roll one specifically.
Stop Faking It!
You may play this card when one of your players has been caught fouling, but failed to penetrate armor. The referee comes running over to eject the fouler, but when he sees the victim on the ground, moaning in pain, he realizes no foul has been committed at all. The "victim" is just faking it, so he ejects the victim instead!
Notes : This card cannot be used when your opponent has the Ref (Get the Ref! kickoff), and can be countered with Bribe the Ref #2.
We'z Got Dis One In Da Bag
Play this card just after the opposing team has scored a touchdown which gives them the lead. The other team is so confident they have the game won, they send out the second string. For the ensuing kickoff, your opponent may only set up the 11 players on his team with the fewest Star Player Points (spp from the current game included). In case of a tie in the spp of some players, the coach victim of this card can choose which to setup on the field.