You are on page 1of 24

magic magic magic magic magic

50.000 GP 50.000 GP 50.000 GP 50.000 GP 50.000 GP

itemS itemS itemS itemS itemS

magic magic magic magic magic

50.000 GP 50.000 GP 50.000 GP 50.000 GP 50.000 GP

itemS itemS itemS itemS itemS


BEGUILING BRACERS LUCKY CHARM BELT OF MAGIC GLOVES OF FAWNDOUGHS
A player has come across the bracers The player has acquired some lucky INVUNERABILITY JARK LONGARM HEADBAND
of Count Luthor to use for the charms from a Halfling in a green Your player really has found a way to Your team is featured in Spike! One of the great passers of all time
match. They are so good that they coat before the game. become a man of steel. magazine and the magazine gives has loaned your player his headband
even distract the player wearing Play during the pre-game after all you these gloves for your upcoming for this game, but you had better
them sometimes. Play after your turn has ended or
inducements are purchased. your kick-off to an opponent is game. make sure you get it back before he
Play at the beginning of your turn A player of your choice may ignore resolved, but before your opponents Play after your turn has ended or notices it missing!
before any player takes an Action. the first time his armour is broken, turn begins. your kick-off to an opponent is Play at the beginning of your turn
Choose one player on your team. and just be Placed Prone. Any Armour rolls made against a player resolved, but before your opponents before any player takes an Action.
That player gains the skills Hypnotic roll that ignores armour, such as of your choice may not be modified turn begins. A player of your choice gains Pass
Gaze, Side Step, and Bone-head for the crowd or throw a rock, is not or re-rolled by any positive modifiers A player of your choice gains the and Accurate for this turn, but
the remainder of this game. affected by a lucky charm. for the remainder of this game. This Pass Block skill, and an additional an additional +1 modifier on any
includes (but is not limited to) Claw, +1 modifier to all interception rolls interception rolls against him is
Mighty Blow, Dirty Player, Piling until the drive ends. applied as well.
On, fouling assists, Stunty and
Chainsaw attacks.

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

50.000 GP 50.000 GP 50.000 GP 50.000 GP

itemS itemS MAYHEM MAYHEM

magic magic mISC mISC

50.000 GP 50.000 GP 50.000 GP 50.000 GP

itemS itemS MAYHEM MAYHEM


ROWDY FANS THAT BABE'S GOT GLOVES OF HOLDING WAND OF SMASHING
Your fans have shown up today and TALENT! A player puts a magic salve, Stick! Smash!
its with an extra evil glint in their Your team visits the local tavern the Grisnicks Stickum, onto his gloves Play at the beginning of your turn
eyes. They want a LOT of blood and night before the game. One of the before the drive. before any player takes an Action.
are in the mood to help see it. dancers offers to bring some friends Play at any kick-off after all players Choose one player on your team.
Play during the pre-game after all to help the cheerleader squad, and have been set up and the ball placed, That player gains +1 strength and
inducements are purchased. some patrons to help with some but before any scatter has been the Mighty Blow skill for this turn.
For this match, any block or foul new play ideas and to see their rolled.
made by or against an opposing performance at your match. A player of your choice on your team
player adjacent to the sidelines is Play during the pre-game after all gains the Catch and Sure Hands
treated as having one extra assist inducements are purchased. skills, but may not take Pass or
from your team. In addition, no You automatically win all Cheering Hand-off Actions for the remainder
opposing player adjacent to the Fan and Brilliant Coaching rolls on of this game.
sidelines can assist a block or foul. the Kick-Off table for this match. In
addition, you get an additional +1
to your FAME (see page 18) for any
other Kick-Off table result for this
match but not for the winning roll.

HECKLER INERTIA DAMPNER


An overeager fan heckles and distracts The player has come across a magic
one opponent especially wel. amulet that slows the speed of
Play at the beginning of your turn before
any large objects that happen to
any player takes an Action.
intersect with his location.
An opposing player of your choice Play after your turn has ended or
may not use any skills (including your kick-off to an opponent is
block and dodge defensively) resolved, but before your opponents
other than those that must be used turn begins.
(frenzy, loner, etc.) for this turn and Choose one player on your team.
the following opposing turn. For the remainder of this drive,
any opponent moving one square
or more first and then blitzing this
player suffers a -1 modifier to his
Strength (minimum Strength of 1)
for the block attempt.
mISC mISC mISC mISC mISC

50.000 GP 50.000 GP 50.000 GP 50.000 GP 50.000 GP

MAYHEM MAYHEM MAYHEM MAYHEM MAYHEM

mISC mISC mISC mISC mISC

50.000 GP 50.000 GP 50.000 GP 50.000 GP 50.000 GP

MAYHEM MAYHEM MAYHEM MAYHEM MAYHEM


BADYEAR GIT HOMETOWN FANS SPRINKLER INCOMING! ECLIPSE
A goblin doom diver who was too Your team's fans start the match MALFUNCTION The crowd received souvenir balls Suddenly all light is blocked out by a
cheap to pay for admission is hit by very willing to help their favourite Somebody triggered the sprinkler today and has decided to use them total eclipse. Maybe its the complete
the kick-off while flying over the team by throwing the ball to the system, on accident of course. The as ammunition instead of keepsakes. darkness, or maybe it's astrological
stadium. perfect place for you. ball becomes difficult to handle and Play after your turn has ended or magic, but for one brief moment all
Play at any kick-off after all players Play during the pre-game after all the mist makes it difficult to see your kick-off to an opponent is players are equal.
have been set up and the ball placed, inducements are purchased. until it is shut off. resolved, but before your opponents Play at the beginning of your turn
but before any scatter has been You may choose the direction the Play after your turn has ended or turn begins. before any player takes an Action.
rolled. ball is thrown in on the Throw-in your kick-off to an opponent is For this turn, any player from the For your turn and your opponent's
The ball scatters 2d6, instead of 1d6, Template every time it goes out of resolved, but before your opponents opposing team must dodge any time turn, all players on the pitch have
on this kick-off. bounds during the first half. During turn begins. they leave a square within 2 squares only the characteristics and skills of
the second half, all throw-ins are All attempts to pass, catch, or pick of either sideline or end zone. a rookie Goblin.
done as normal. up the ball have an additional -1
modifier for this drive.

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

50.000 GP 50.000 GP 50.000 GP 50.000 GP 50.000 GP

PLAYS PLAYS PLAYS PLAYS PLAYS

SPECIAL SPECIAL SPECIAL SPECIAL SPECIAL

50.000 GP 50.000 GP 50.000 GP 50.000 GP 50.000 GP

PLAYS PLAYS PLAYS PLAYS PLAYS


COME TO PAPA! PERFECT KICK DOGGED DEFENSE OPTION PLAY FLEA FLICKER
You have read the kick-off almost You try and kick the ball to just the Your players give everything they This play is designed so your ball A trick play is on. You trick the
perfectly and are ready to receive it. right spot to help your defence. have to defend the end zone, trying carrier can choose either to keep opponent into thinking one person
Play when you are receiving a kick- Play after all players have been set to trip the opposition from the the ball himself or dump it off to will run the ball, but he tosses it to
off after all players have been set up up for a kick-off, but before any kick- ground. someone else. someone else who throws the ball.
and the ball has been scattered, but off result is rolled. Play after your turn has ended or Play at the beginning of your turn Play at the beginning of your turn
before any kick-off result is rolled. Place the ball anywhere in the line your kick-off to an opponent is before any player takes an Action. before any player takes an Action.
Move one player not on the line of of scrimmage or the end zone of the resolved, but before your opponents A player of your choice gains the You may take an extra Pass Action,
scrimmage to the square where the opponent's half excluding the wide turn begins. Dump-Off and Pass skill until the however the first Pass Action you
ball will land. zones. To determine the landing For this turn all your players that drive ends. take must be a Quick Pass.
square for the ball, instead of the are Prone (not Stunned) exert tackle
normal kick-off scatter, scatter the zones as if they were standing,
ball for one square 3 times using the however they cannot assist or cancel
sideline throw-in template for each assists, catch, or take any other
scatter, you may choose how the Action that requires a standing
template is facing on each scatter as player.
long as it is facing a sideline or end
zone.

PUNT FUMBLEROOSKI SPECTACULAR CATCH GOING THE EXTRA SUICIDE BLITZ


Time to get rid of the ball and pin The players on your team A player puts himself on the line to MILE A player gets a good jump over the
the opponent deep! intentionally fumble the ball to try for an amazing catch. A player on your team throws it line of scrimmage and launches
Play after your turn has ended, but open up some funny and spectacular Play at the beginning of your turn into high gear to cover some extra himself at the opponents.
before your opponents turn begins. plays. before any player takes an Action. ground. Play after a kick-off to your opponent
If a player you control has the ball, Play at the beginning of your turn For this turn a player of your choice Play at the beginning of your turn has been resolved (including the
you may place the ball in any square before any player takes an Action. gains Catch and Diving Catch. before any player takes an Action. ball landing), but before your
you want and scatter the ball three For this turn any failed pick up, opponents turn begins.
A player of your choice may Go For
times. If the ball is not caught it will catch, or fumbled pass rolls do not It any number of times this turn. A player of your choice not holding
bounce as normal. cause turnovers. Also a player can Each Go For It after the second has a the ball may take a Blitz Action
intentionally fail to pick up or catch cumulative modifier of -1 to the roll immediately. This player suffers
the ball, or fumble a pass. Any failed (example: the 4th Go For It would from the No Hands skill for this
attempt to pick up or throw the ball have a -2 modifier to the D6 roll). If Action only.
ends the players Action. Any player the player has Sprint he may add 1 to
failing a catch roll counts as having one Go For It roll made this turn (a
taken an Action for the turn as well, natural 1 will still result in a failure
even if they have not performed an though).
Action yet.
SPECIAL SPECIAL dIRTY dIRTY

50.000 GP 50.000 GP 50.000 GP 50.000 GP

PLAYS PLAYS tRICKS tRICKS

SPECIAL SPECIAL dIRTY dIRTY

50.000 GP 50.000 GP 50.000 GP 50.000 GP

PLAYS PLAYS tRICKS tRICKS


GROMSKULL'S WITCH'S BREW HEROIC LEAP WAKE UP CALL
EXPLODING RUNES You've spiked the opponents The player has one chance to be a Desperate times call for desperate
A player purchased some exploding Kroxorade bottle with a witch's hero, and tries for it all! measures. Time to get some extra
runes from a dwarven runesmith concoction! Play at the beginning of your turn players on the pitch, ready or not.
before the game. Although they are Play after all players have been set before any player takes an Action. Play before you set up any players
illegal, they are highly effective. up for a kick-off, but before any kick- Choose a player with strength four for a drive.
Play before setting up for a drive. off result is rolled. or less. This turn the chosen player Instead of rolling for a player to
Choose one player on your team. Choose an opponent and roll on this may leap, as the skill, with a 3+ come back from being KOd, you
That player gains the Bombardier, table: to land regardless of that player's may have the player automatically
No Hands, and Secret Weapon skills 1 Whoops! Mad Cap Mushroom agility or skills. recover by placing the player on the
for this game. Because the Rune can potion! The player gains the pitch Stunned. You may do this with
be very volatile, any Pass roll made Jump Up and No Hands skills any number of KOd players. After
with a Rune bomb is performed until the drive ends. placing as many players from KO'd
with a -1 modifier. on the pitch as you desire, roll a D6
2 Snake Oil! Bad taste, but no for each player that is Stunned. On
effect. a 4+, that player is turned to Prone.
3-6 Sedative! The player gains the
Really Stupid skill until the
drive ends.

ILLEGAL NEW BLOCKING


SUBSTITUTION SCHEME
A reserve sneaks onto the pitch while the A clever blocking play gives you a
ref is cleaning his glasses. one-up on your opponents.
Play at the beginning of your turn before Play at the beginning of your turn
any player takes an Action. before any player takes an Action.
You may place any player from A player on your team that is in
the reserves box in an unoccupied an opponent's tackle zones and
square in the end zone you are adjacent to another player on your
defending. This player may only team may switch squares with the
take a Move Action this turn. This adjacent player from your team,
may take your team to 12 players for unless either one has the ball. This
the remainder of the drive. may be done with only one set of
two players.
dIRTY dIRTY dIRTY dIRTY dIRTY

50.000 GP 50.000 GP 50.000 GP 50.000 GP 50.000 GP

tRICKS tRICKS tRICKS tRICKS tRICKS

dIRTY dIRTY dIRTY dIRTY dIRTY

50.000 GP 50.000 GP 50.000 GP 50.000 GP 50.000 GP

tRICKS tRICKS tRICKS tRICKS tRICKS


BLATANT FOUL KICKING BOOTS cHOP BLOCK PIT TRAP CUSTARD PIE
A player on your team is determined These boots were made for A player throws a dirty block on the A devious groundskeeper has set up One of your players thrusts a
to take out the opposition, no matter stomping, and that is just what they opponent. a pit trap for you. cleverly concealed custard pie in the
what. will do! Play after your turn has ended but Play after your turn has ended or face of an opposing player.
Play at the beginning of your turn Play after all players have been set before your opponents turn begins. your kick-off to an opponent is Play at the beginning of your turn
before any player takes an Action. up for a kick-off, but before any kick- You may not play this card after a resolved, but before your opponents before any player takes an Action.
The armour roll for your Foul Action off result is rolled. kick-off is resolved. turn begins. Choose one player on the opposing
this turn automatically succeeds and A player of your choice on your This card may only be played on one Choose a player: that player is Placed team adjacent to one of your
is considered a non-doubles roll, team gains the Kick and Dirty Player of your Standing players that did not Prone, no Armour roll is made. If Standing or Prone players (not
however the injury roll for the foul skills and a -1 MA for the remainder take an Action during your last turn. the player had the ball, bounce it as Stunned). That opposing player
must be rolled as normal with the of this game. Your player is Placed Prone and an normal. is so flabbergasted by the pie hit
player sent off on doubles. opposing player in a square adjacent that he loses his tackle zones for
to him is now considered Stunned. the remainder of this turn as per a
successful Hypnotic Gaze roll.

SPIKED BALL DISTRACT STOLEN PLAYBOOK GREASED SHOES TRAMPOLINE TRAP


A Bloodthirster is in the crowd Your player is very good at You nabbed a playbook from the The magic grease applied to your Someone set up a deep pit trap...
today, so in honour of this event a distracting all those around him. opponents coach! He sure will be opponents shoes has finally taken with a trampoline in it!
spiked ball is swapped with the real Play after your turn has ended or surprised when you know exactly effect. Play after your turn has ended or
ball. More blood for the blood god your kick-off to an opponent is how to ruin his play. Play after your turn has ended or your kick-off to an opponent is
and the fans! resolved, but before your opponents Play after your turn has ended or your kick-off to an opponent is resolved, but before your opponents
Play after all players have been set turn begins. your kick-off to an opponent is resolved, but before your opponents turn begins.
up for a kick-off, but before any kick- The chosen player gains the skill resolved, but before your opponents turn begins. Choose any opposing player.
off result is rolled. Disturbing Presence for this turn turn begins. This turn all opposing players need Using all the rules for the Throw
Until the drive ends any failed pick and all opposing players starting A player of your choice gains Pass to roll a 5+ to Go For It instead of the Team-Mate skill, the player is
up or catch roll (but not interception their Action within 3 squares of the Block and Shadowing until the normal 2+. automatically thrown (i.e., cannot be
roll) is treated as the player being player count as having Bone-head drive ends. fumbled) to a target square that is D6
attacked with the Stab skill by an (lost tackle zones from failed Bone- squares away in a random direction
opponent. head rolls return at the end of this from his own square (use the scatter
turn). template). The player will need to
make a landing roll as normal if they
land on the pitch.
gOOD gOOD gOOD gOOD gOOD

100.000 GP 100.000 GP 100.000 GP 100.000 GP 100.000 GP

KARMA KARMA KARMA KARMA KARMA

gOOD gOOD gOOD gOOD gOOD

100.000 GP 100.000 GP 100.000 GP 100.000 GP 100.000 GP

KARMA KARMA KARMA KARMA KARMA


ALL OUT BLITZ FAN UPROAR BANANA SKIN HURRY UP OFFENSE BUTTERFINGERS
A tactical play of great effect if it Your fans start yelling so loudly that One of the oldest tricks in the book, Your team is making all of the One player from the opposing team
works. the opposing team cannot hear the but a well-aimed peel still is a great time that it has left count, trying to knows he just is not himself today
Play at the beginning of your turn coach or any of the on pitch play equalizer. mount one last scoring drive. and ball handling for this drive is
before any player takes an Action. signals. Play after your turn has ended or Play before moving your turn just out of the question.
For this turn, you may declare a Play after your turn has ended or your kick-off to an opponent is marker. Play after your turn has ended or
second Blitz Action. your kick-off to an opponent is resolved, but before your opponents You receive an immediate free turn. your kick-off to an opponent is
resolved, but before your opponents turn begins. However, after each Action roll a D6, resolved, but before your opponents
turn begins. An opposing player of your choice on a 1 the free turn ends. This roll turn begins.
No team re-rolls may be used by in a tackle zone of one of your may not be re-rolled. Your opponent For the remainder of this drive,
your opponent for this turn or his players is automatically Knocked immediately begins a free turn after one selected opposing player not
next turn (unless the drive ends Down. Roll for Armour/Injury as your free turn is over, and the same currently holding the ball gains the
before your opponent's second normal. If the player was holding rules will apply for when it ends. If a No Hands skill.
turn). the ball, it does not cause a turnover. TD would have been scored during
your free turn, a turnover occurs
as normal but the touchdown does
not count unless a player from your
team still has the ball in the end
zone at the end of your opponent's
free turn.

INTENSIVE TRAINING CHAINSAW UNSPORTSMANLIKE DAZED AND KNUTT'S SPELL OF


One player from your team is really One of your players brings along CONDUCT CONFUSED AWESOME STRENGTH
psyched for this weeks match, and a chainsaw for the game: not too A players taunting and antics after One player from the opposing team A crafty wizard in the stands casts
has been working very long hours subtle, but effective. scoring causes a fan to express his was hit just a little too hard and a minor spell to give his favourite
preparing for it. Play before setting up for a drive. feelings towards him with a well- is having trouble focusing on the player some added hitting power.
Play at the beginning of your turn A player of your choice on your team thrown rock-filled Bloodweiser can. game. Play at the beginning of your turn
before any player takes an Action. gains the Chainsaw, Secret Weapon, Play immediately after your Play after your turn has ended or before any player takes an Action.
For the remainder of this game, one and No Hands skills for this game. opponent scores a touchdown. your kick-off to an opponent is For this turn, one player of your
player of your choice from your The player that scored the resolved, but before your opponents choice from your team is treated as
team gains one extra skill. This can touchdown is KO'd. He may not roll turn begins. having double his strength.
be any skill that he can learn from to recover from KO'd until the end For the remainder of this game,
an Improvement roll without a of the next drive. one selected opposing player who
Doubles roll. is currently Prone or Stunned gains
the Bone-head skill.
gOOD gOOD gOOD gOOD gOOD

100.000 GP 100.000 GP 100.000 GP 100.000 GP 100.000 GP

KARMA KARMA KARMA KARMA KARMA

gOOD gOOD gOOD gOOD gOOD

100.000 GP 100.000 GP 100.000 GP 100.000 GP 100.000 GP

KARMA KARMA KARMA KARMA KARMA


DOC BONESAW LEWD MANEUVERS EXTRA TRAINING LURVE POTION MAGIC HELMET
That blood on his outfit and the saw A group of cheerleaders were hired Your team has been working all A magic potion slipped into your Its magic has almost worn off, but
on his hip are not very comforting, to distract the opposition. They week on playing better as a united opponents drink makes someone this relic that once protected older
but his medical talents are difficult do such a good job of it even your squad. in the stands completely irresistible generation Blood Bowl players over
to refute even on undead players. players are not going anywhere. Play during the pre-game after all to him. their entire career appears to have
Play after a drive has ended and Play at the beginning of your turn inducements are purchased. Play after a kick-off to your opponent enough magic left for one more
KO'd recovery rolls have been made. before any player takes an Action. has been resolved (including the game.
Your team receives one extra team
A player from your team that has Choose a wide zone. Any player re-roll for this match. ball landing), but before your Play after your turn has ended or
been KO'd or Badly Hurt is moved from either team that is currently in opponents turn begins. your kick-off to an opponent is
to Reserves. that wide zone may take no Action One randomly selected opposing resolved, but before your opponents
this turn or on the opposing turn player, in a wide zone of your turn begins.
that follows this turn. choice, is placed in the Reserve box. For the remainder of this game, one
If the player was holding the ball, player of your choice from your
it bounces once from their original team gains +1 AV and the Thick
square. Skull skill.

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

100.000 GP 100.000 GP 100.000 GP

KARMA KARMA KARMA

gOOD gOOD gOOD

100.000 GP 100.000 GP 100.000 GP

KARMA KARMA KARMA


RAZZLE DAZZLE THE FAN SUITABLE PITCH
A tactical play of great effect if it As your team takes the pitch, a The pitch is made to be in perfect
works. crazed retired warrior runs out of playing conditions for your team,
Play at the beginning of your turn the stands and asks to help you either by removing some of the
before any player takes an Action. smash those gits! The head coach dangerous objects, or by adding
decides to see if he can help. even more. Once the ref is wise to
For this turn, you may declare either this situation the state of the pitch is
a second Pass Action or a second Play during the pre-game after all
inducements are purchased. restored to normal, however.
Hand-off Action.
Add the fan to your team as a player Play after all players have been set
even if this takes your team to more up for a kick-off, but before any kick-
than 16 players. The fans stats are off result is rolled.
MA 6; ST 4; AG 2; AV 7; and he has Choose to either add more
the Loner and Frenzy skills. The dangerous objects or to remove
fan leaves your team when the half them. If you add more dangerous
ends. objects then all Armour rolls
caused by being Knocked Down
are modified by +1. If you choose
to remove them, the modifier is -1
instead. This modifier affects both
teams and stays in effect until the
drive ends.

THE WALL RUNE OF FEAR WOOF WOOF!


Your team has been practicing a new Your head coach had a Dwarf rune A stray dog runs onto the pitch and
special play and now is the time to forged for him before the game and runs off with the ball.
try it out. has decided now is the time to put Play at the beginning of your turn
Play after your turn has ended but its limited effect into Action. before any player takes an Action.
before your opponents turn begins. Play after your turn has ended or The ball must be on the ground for
You may not play this card after a your kick-off to an opponent is this card to have an effect. Roll for
kick-off is resolved. resolved, but before your opponents Scatter direction with the Throw-
During only this turn of your turn begins. in template. The ball scatters D6
opponent, every player on your During only this turn of your squares in that direction and is where
team is treated as having the Stand opponent, every player on your the dog places it on the ground (no
Firm skill. team is treated as having the bounce roll). If the final square is
Foul Appearance and Disturbing occupied, scatter once more in the
Presence skills. same direction. If at any time the
scatter result indicates the dog ran
into the crowd, stop scattering and
have the crowd throw-in the ball.
RANDOM RANDOM RANDOM RANDOM RANDOM

200.000 GP 200.000 GP 200.000 GP 200.000 GP 200.000 GP

EVENTS EVENTS EVENTS EVENTS EVENTS

RANDOM RANDOM RANDOM RANDOM RANDOM

200.000 GP 200.000 GP 200.000 GP 200.000 GP 200.000 GP

EVENTS EVENTS EVENTS EVENTS EVENTS


BAD HABITS GIMME THAT! BALLISTA IRON MAN BLACKMAIL
The opposing team has picked One player from your team has been Your team has cunningly concealed One player from your team has You have the goods on one of the
up some really bad habits and its waiting all season to show what a massive ballista along the dedicated the match to his recently opposing players, and you have
starting to change their ability to he can do and he wants the ball sidelines allowing you to fire it at an departed mum and is determined to chosen now to call in your favour.
work together as a team. NOW! unsuspecting opposing player at just play for the whole game, no matter Play at the beginning of your turn
Play during the pre-game after all Play at the beginning of your turn the right moment. what the cost. before any player takes an Action.
inducements are purchased. before any player takes an Action. Play after your turn has ended or Play after your turn has ended or You may treat a chosen opposing
The opposing team loses D3 Team For the remainder of this game, one your kick-off to an opponent is your kick-off to an opponent is player, other than the ball carrier,
Re-rolls for this game only. player of your choice from your team resolved, but before your opponents resolved, but before your opponents as a member of your team for
gains the Dauntless, Juggernaut, and turn begins. turn begins. this turn only. Note that the
Strip Ball skills. The Ballista works exactly like a For the remainder of this game, any referee recognizes the player as an
Wizards Lightning Bolt spell. event that results in an Injury roll opponent, so you may not score a
against a selected player from your touchdown for your team with this
team is treated as if a Stunned result player and the player cannot be
was rolled without actually rolling ejected for fouling his own team.
to see an injury result.

KID GLOVES BUZZING KNUCKLEDUSTERS DUH, WHERE AM I? MAGIC SPONGE


One player from the opposing team One player from your team A player from your team slips One player from the opposing team The local wizards guild is a fan of
has the NAF questioning his tactics accidentally drank some Mad Cap on a pair of magical one-shot was out all night on a bender and is your team and has provided your
on how he has been racking up Mushroom laced coffee before this knuckledusters to make sure that really not ready for this game. team with a magic sponge that offers
those injuries. He decides to go easy drive. the opponent he has his eye on goes Play after your turn has ended or possible healing magic to one lucky
this game to reduce the scrutiny on Play at the beginning of your turn down this turn. your kick-off to an opponent is player.
him. before any player takes an Action. Play at the beginning of your turn resolved, but before your opponents Play after a drive has ended.
Play after your turn has ended or For the remainder of this game, one before any player takes an Action. turn begins. Roll a D6. On a 1, the sponges magic
your kick-off to an opponent is player of your choice from your For this turn, one player of your For the remainder of this game, one fails. On a 2+, you may heal one
resolved, but before your opponents team not holding the ball gains +1 to choice from your team can convert selected opposing player gains the player in the Dead and Injured box
turn begins. his AG and the Jump Up, No Hands any and all Block dice he rolls to Really Stupid skill. to move him to Reserves.
For the remainder of this game, all and Frenzy skills. Defender Down results.
armour breaks against your team
by a selected opposing player from
fouling or blocking will be treated
as Stunned results without actually
rolling to see an injury result.
RANDOM RANDOM RANDOM RANDOM

200.000 GP 200.000 GP 200.000 GP 200.000 GP

EVENTS EVENTS EVENTS EVENTS

RANDOM RANDOM RANDOM RANDOM

200.000 GP 200.000 GP 200.000 GP 200.000 GP

EVENTS EVENTS EVENTS EVENTS


EGO TRIP MINE ZAP! NOT-SO-SECRET
One player from the opposing team Your team trapped the pitch with An underhanded mage you have WEAPON
has developed a real swelled head a disguised mine and the opposing bribed turns an opponent into a You bribe the Groundsman to drive
from his success and is demanding team has just set it off. frog. his other machine onto the pitch
super star treatment. Play at the beginning of your turn Play after your turn has ended or to help your team out.
Play after your turn has ended or before any player takes an Action. your kick-off to an opponent is Play at the beginning of your turn
your kick-off to an opponent is Mine works exactly like a Wizards resolved, but before your opponents before any player takes an Action.
resolved, but before your opponents Fireball spell except that the centre turn begins.
turn begins. Place a miniature to represent the
square must have an opposing Roll a D6. On a 1, the spell has Groundsman in any square on the
Choose one opposing player. For the player in it for this card to be played. fizzled and this card has no effect. pitch adjacent to the sidelines but
remainder of this game, that player On a 2+, one targeted player not in an end zone. The Groundsman
must take his Action first every turn is treated as having ONLY the has all the stats and skills of a rookie
or not take an Action at all. following characteristics and skills Dwarf Deathroller. You may treat
for the remainder of the drive (MA: this player as a normal member of
4; ST: 1; AG: 4; AV: 4; Dodge, Leap, your team and it may take you above
No Hands, Stunty, Titchy). If he was 11 players on the pitch for this
carrying the ball it will bounce once drive. The Groundsman will only
from his square. His characteristics/ play this drive before he returns his
skills will return to normal at the equipment to the garage.
end of the drive, but any injury he
suffers as a frog is permanent.

ORCIDAS tACKLING MACHINE RAKARTH'S CURSE OF GET 'EM LADS!


SPONSORSHIP One player from your team has PETTY SPITE Your team makes a major push to
One player from your team has been been told "win or else by the Your team has bribed an old witch break through the opposing team
selected to help field-test the latest Goblin bookies to make good to curse one of the opposing players. after seeing one of their own go
innovation in Blood Bowl footwear. on his gambling debts and he is down.
determined to get his team the win Play after your turn has ended or
The air-elemental filled soles make your kick-off to an opponent is Play at the beginning of your turn,
the player especially light on their even if he needs to take down every before any player takes an Action
opposing player himself. resolved, but before your opponents
feet. turn begins. as long as your team suffered any
Play at the beginning of your turn Play at the beginning of your turn injuries (including Stunned) during
before any player takes an Action. For the remainder of this game, one the opposition's previous turn.
before any player takes an Action. selected opposing player may not
For the remainder of this game, one For the remainder of this game, one re-roll any dice roll either through For this turn, each of your players
player of your choice from your player of your choice from your team or skill re-rolls. gains +1 ST.
team gains +1 MA and the Sprint team gains the Diving Tackle, Jump
and Sure Feet skills. Up, Tackle, and Wrestle skills.
dESPERATE dESPERATE dESPERATE dESPERATE

400.000 GP 400.000 GP 400.000 GP 400.000 GP

mEASURES mEASURES mEASURES mEASURES

dESPERATE dESPERATE dESPERATE dESPERATE

400.000 GP 400.000 GP 400.000 GP 400.000 GP

mEASURES mEASURES mEASURES mEASURES


ASSASSIN I AM THE GREATEST DOOM AND GLOOM MINDBLOW
Your team hires a trained assassin Egos on the opposing team are Due to some cunningly planted Your team has employed a powerful
to dope a vital player from your running very high for this match rumours and smear campaigns, the telepath and has chosen this
opponents team to force him to and the head coach is unable to opposing team comes into the game moment to utilise her talent. Her
miss the game. override his teams prima donnas. with some serious morale issues. mental scream temporarily stuns
Play during the pre-game after all Play during the pre-game after all Play during the pre-game after all the opposing team into inactivity.
inducements are purchased. inducements are purchased. inducements are purchased. Play at the beginning of your turn
Pick a player on the opposing team. For each drive, only one of the Roll a D6 for each re-roll the before any player takes an Action.
He must miss this game. two players with the highest Team opposing team has; for each result Roll a D6 for each opposing player
Value or Inducement Cost on the other than 1, the opposing team on the pitch. On a 2+, treat that
opposing team eligible to be set-up loses a re-roll for the match. player as if he had failed a Bone-
for that drive (i.e., not Sent Off or head roll previously. This effect
in the KO'd or Dead & Injured box) only last until the end of your turn
may be placed on the pitch. after which the Bone-head effect
is removed without the player
needing to start his next Action to
cancel it.

DA FREIGHT TRAIN COME ON BOYS! MORLEY'S REVENGE mYSTERIOUS OLD


You've bribed star Borg 'Freight Your players show great discipline The opposing teams drinks have MEDICINE MAN
Train' Gorthag and he comes flying in the face of misfortune against a been spiked with a powerful laxative, A small, wrinkled, cackling man
onto the pitch to assist your team. tough opponent. which makes several players have comes to the team offering them
Play at the beginning of your turn Play after your turn has ended, but trouble getting out of the locker some of his latest brewed snake oil
before any player takes an Action. before your opponents turn begins. room facilities for each drive. which he claims will "cure all that
Place a miniature to represent If your turn just ended from a Play during the pre-game after all ails you." Surprisingly it works... too
Borg in any square adjacent to the turnover, your team does not inducements are purchased. bad he vanished without a trace after
sidelines but not in an end zone. actually suffer a turnover from that Randomly select three opposing selling it to you.
Borg's characteristics / skills are failed roll. The Action of the player players. For the remainder of this Play during the pre-game after all
MA 6; ST 5; AG 2; AV 9; with Loner, causing the turnover is ended, but game, each one must roll a D6 inducements are purchased.
Mighty Blow, Thick Skull, Break any player on your team who has not before every kick-off. On a roll of Your team may subtract 1 from all
Tackle, Juggernaut, and Strip Ball. yet declared an Action may continue 1-3, he may not take part in this Injury rolls against its players this
You may treat this player as a normal their turn as if the turnover did not drive. On a roll of 4-6, he may be set game. If this takes the result below
member of your team, he may take occur. Any further turnovers this up normally. 2, the player is treated as Prone not
an Action as normal the turn he is turn simply end the Action of the Stunned. Rolls on the Casualty table
placed on the pitch, and it may take player committing the turnover against your team are not affected by
you above 11 players on the pitch for instead of ending the turn. this effect.
this drive. Borg will leave your team
at the end of the current half.