* This infomation is copyright Games Workshop and is printed without permission *
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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).
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- 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.
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- 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).
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- 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.
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- 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.
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- 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.
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- 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.
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- 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).
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- 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.
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- '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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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!
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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!
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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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