Documente Academic
Documente Profesional
Documente Cultură
GOOD OLD MAGIC FORCE SHIELD RABBITS FOOT GIKTAS STRENGTH RING OF
CODPIECE Your player paid top gold for a Ring One player finds himself a lucky OF da BEAR TELEPORTATION
Mother always said never play of Invincibility, but its not all that rabbits foot after the pre-game meal A scroll found in the house of a Whered he go? The player uses a
without your codpiece. After years was advertised. of, well, rabbit. retired legendary coach contains a teleportation ring to get out of a
of being passed from one generation Play after your turn has ended or Play at the beginning of your turn spell of Bear strength. tight spot.
to the next, the magic is still your kick-off to an opponent is before any player takes an Action. Play at the beginning of your turn Play after your turn has ended
working. resolved, but before your opponents A player of your choice without before any player takes an Action. (unless your turn ending would end
Play during the pre-game after all turn begins. Loner gains the Pro skill for the the half).
A player of your choice on your
inducements are purchased. The player on your team holding the remainder of this game. team gains +1 Strength until the One player on your team of your
A player of your choice may not ball gains the Sure Hands and Fend drive ends. After this the player has choice can be moved D6 squares in a
be fouled for this game and injury skills until he no longer has the ball. -1 Strength for the remainder of this single direction of your choice (note:
rolls against this player cannot be game. you must move the full D6 squares
modified or re-rolled by anything and must choose the direction
including (but not limited to) Dirty before rolling the D6). Treat this
Player, Mighty Blow, Piling On, and movement as if the player had been
Stunty. thrown with the Throw Team-Mate
skill but without the 3 scatters to
determine the landing square. The
landing roll from the teleportation
is automatically successful unless he
has bounced off another player.
magic magic mISC mISC
ROGUE WIZARD FANATIC INVASION BALL CLONE FRIENDLY FANS JOHNNY WATERBOY
A wizard in the stands starts to get A crazed goblin fan talks an ogre The random chaos of Tzeentch has The crowd loves your team, and He must be a magician as that is
a little bored and bombs the pitch into tossing him onto the pitch! affected the ball. wouldn't ever consider ripping one some mighty fine H2O. One drink
with a fireball! Play after your turn has ended but Play after your turn has ended or of your players apart... well, not this from this minor wizard of water
Play after your turn has ended or before your opponents turn begins. your kick-off to an opponent is game anyway. seems to revive any bashed up
your kick-off to an opponent is You may not play this card after a resolved, but before your opponents Play during the pre-game after all players.
resolved, but before your opponents kick-off is resolved. turn begins. inducements are purchased. Play during the pre-game after all
turn begins. Place a miniature to represent the If the ball is on the ground, a 2nd Any player on your team that is inducements are purchased.
Place a marker on the pitch, scatter Goblin Fanatic into any empty ball materializes in the square and pushed into the crowd this game is For this match, your players gain a
the marker 5 times. If it does not square on the pitch. He has the one of them is bounced from it. The only Stunned, do not roll injury. +1 modifier to recover from KOd
scatter off the pitch at any point, same stats as a rookie Goblin first player that crosses into the end for this match (a roll of 1 is still a
the fireball explodes as the spell; the Fanatic. The coach playing this zone with one of the balls rolls a failure).
centre is where the marker is. card may immediately move the D6. On a 1-3, the ball vanishes and a
Fanatic. Each coach can only take a touchdown is not scored. This effect
Move Action with the Fanatic after ends when a drive ends. Players may
his turn has ended but before his not pick-up, catch, or intercept a ball
opponent's turn. This Fanatic has no if they already are carrying one. A
tackle zones and blocks without any ball bouncing into the square with
offensive assists. At the end of the the other ball will bounce again.
drive the ref automatically ejects the
Fanatic from the game.
SPECIAL SPECIAL SPECIAL SPECIAL SPECIAL
SCUTT'S SCROLL OF MIRACLE WORKER STILETTO ONE WITH THE TEAM ANTHEM
WEATHER MAGIC Whether this crazy man actually has One player from your team has KICKER The crowd today is really out in
You have tricked a gullible wizard a direct line to Nuffle or not he come armed to even up this match. Somehow one of your players full fanatic support. Their cheers
into parting with a useful scroll. gets results. Play at the beginning of your turn suddenly can read the mind of the and encouragement for your team
Play after a drive has ended before before any player takes an Action. opposing kickers and can almost and abuse for the referees and the
Play after your turn has ended or opposing team really have set the
your kick-off to an opponent is rolling for KO'd players. For the remainder of this game, one always get to where the ball is going.
stage for your team to do their best
resolved, but before your opponents One player on your team who has player of your choice from your Play when you are receiving a kick- (including bribing the ref for the
turn begins. suffered a Casualty roll of 41 or team gains the Dirty Player and Stab off after all players have been set up coin toss).
Select a weather result. The weather higher is now considered to be skills. and the ball has been scattered, but
KO'd. before any kick-off result is rolled. Play during the pre-game after all
will immediately change to that inducements are purchased.
result and remain there until a One player on your team gains Kick-
Weather Change kick-off roll is Off Return and Diving Catch for the Your team automatically wins the
made. remainder of this game. coin toss to kick or receive without
flipping the coin. In addition, your
team receives an additional +2
modifier to your FAME (see page
18) for any Kick-Off table result for
this match but not for the winnings
roll.
gOOD gOOD gOOD