|
Dirty Tricks
DT - Assassin. You may use this
card at any time to make an assassination attempt
on one opposing player. The assassin fires a poison
dart at the player, who collapses in agony. Place
the victim prone and then make a roll on the Injury
Table to see what has happened to them. No armor roll
is required, the victim is automatically injured.
DT - Bad Press. You may play this card at any
time. Bad press resulting from libellous stories that
you have been leaking to the press about your opponents
reduces the opposing team's fan factor by 1 point
permanently.
DT - Banana Skin. You may play this card when
an opposing player enters a square adjacent to one
of your own players. Your player has just finished
eating a nourishing banana to keep his energy levels
up, and has carelessly dropped the skin in the square
now occupied by the opposing player. The opposing
player slips on the banana skin and comes crashing
to the ground. Make an armor roll to see if they are
injured as normal.
DT - Blatant Foul. You may play this card when
one of your players makes a foul. He lays into the
victim in a particularly vicious and disgusting manner.
Such is the blatancy of the foul that your player
is automatically sent off by the referee. Roll below
for the effects on the victim: 1-2 = Badly shaken,
they must miss the rest of the match. 3-4 = seriously
injured, miss the rest of this match and the next
one too! 5-6 = Dead, dead, dead!
DT - Bribe the Ref #1. Play this card just
after the opposing team has committed a foul. The
referee awards a penalty against the opposing team
even if their coach did not roll a double when they
made the foul.
DT - Bribe the Ref #2. You can use this card
at any time to stop the referee awarding a penalty
on your team.
DT - Bribe the Ref #3. You can use this card
at any time to stop the referee awarding an Illegal
Procedure penalty on your team.
DT - Bribe the Ref #4. You may play this card
at any kick-off, before you have set up your team.
You have bribed the referee to turn a blind eye so
that you can set up 12 players on the field. The extra
player is allowed to stay on the field until a touchdown
is scored or the half ends
DT - Custard Pie. You may use this card at
any time. Nominate one player on your team when you
use the card. The player has cunningly concealed a
custard pie about his person, which he may throw at
an opposing player. This counts as the player's action
for the turn and he cannot do anything else. Roll
to his as if the player were throwing the football.
The pie may not be intercepted, but if it misses,
roll for scatter as normal. A player in the square
where the pie ends up is hit and knocked over, but
cannot be injured.
DT - Double Cross. Play this card when the
opposing team uses a Dirty Trick or Magic Item card.
The opposing coach has been fooled by a con-man you
hired to trick him into wasting his money. His card
does not work, and you may take it and keep it for
yourself to use later in the match.
DT - Exploding Player. You may play this card
when your opponent makes a block against a player
in your team who has not taken an action since the
last kick-off. You have substituted the player for
a cunningly built dummy packed with explosives! When
the opposing player makes the block the dummy explodes,
knocking over the player making the block automatically,
and knocking over other players adjacent to the dummy
on a roll of 4+. Make an armor roll for any player
that is knocked over to see if they are injured as
normal. Remove the 'dummy' from the field and place
it in the Reserves box to show that the real player
has come our from his hiding place.
DT - Extra Training. You can use this card
in one of two ways: 1. You may use this card at any
time in exactly the same way as a Team re-roll counter.
2. You may play this card at the start of the match,
before either team has set up. It allows you to buy
an extra Team re-roll counter which you may keep permanently,
so long as you have the money in your treasury to
pay for it. If you buy the extra Team re-roll, then
update your team roster accordingly.
DT - Fake Play. You may play this card when
one of your players is about to throw the ball. He
fakes a hand-off which fools the opposing team into
thinking he has given the ball away. Because the opposing
team are all looking at the wrong player, they may
not try to intercept the ball when the player throws
it.
DT - Greased Shoes. You may play this card
at any kick-off, after both teams have set up. Nominate
a player on the opposing team. Someone has greased
the bottom of the player's shoes, and as soon as he
starts to run he realizes his predicament. Roll a
dice each and every time the player enters a new square.
On a roll of '1' the player slips over and falls down.
Make an armor roll to see if the player is injured
as normal if he falls over. The effects of this card
last until a touchdown is scored or the half ends.
DT - Grudge Match. You may play this card at
the start of the match, before the ball has been kicked
off. It allows you to make any number of foul attempts
each turn, but no more than one on each opposing player
DT - Hide the Ball. The player holding the
ball cunningly hides it under his shirt. Play this
card at any time. For the remainder of the turn when
the card is played the player with the ball may not
be blocked by opposing players, and does not have
to make a dodge roll as he leaves a tackle zone when
he moves. At the end of the turn the players on the
opposing team realize what is up, and the player holding
the ball may be blocked or tackled as normal.
DT - High Punt. You may play this card when
you kick off the ball. Work out where the ball will
land as normal. However, the ball has been kicked
very high, and it will not land until the end of your
team's first turn after the kick-off. The ball lands
at the very end of your turn, after you have made
any and all actions with your players. If the ball
lands out of bounds or in your half, then the opposing
team gets the touchback and may give the ball to any
player in their team at the start of their second
turn.
DT - I'll Get You. You may play this card just
after you have kicked off, but before the receiving
team has started their first turn. One of you players
has been winding up an opponent. Nominate the player
in you team and an opposing player in an adjacent
square. The opposing player attacks your player just
as the ball is kicked. Work out this block as normal
but don't count any assists for either side. This
is against the rules so, after the block is worked
out, the referee sends the opposing player off for
the rest of the match, and the opposing team suffers
a turnover.
DT - Illegal Drugs. You may play this card
at the end of nay of your turns. Your players have
responded brilliantly to a course of steroid drugs
designed to boost their stamina, and may immediately
take another turn. Do not move the turn marker along
for this extra turn (and your opponent cannot call
an illegal procedure for it).
DT - Injury Time. You may play this card at
the very end of either half, after both teams have
finished all of their turns for the half. You have
bribed the referee to let play continue a little bit
longer than normal before he blows his whistle to
end the half. It allows your team to take one extra
turn. The opposing coach may not make an illegal procedure
call for this turn!
DT - Kidnap Rival Coach. You may play this
card at any time. The opposing coach is kidnapped
from under the very noses of his players! For obvious
reasons he will not be able to 'argue the call' with
the referee for the rest of the game, and at the end
of the match, the team must hand over all of their
winnings to you in order to get their coach back.
DT - Knuckledusters. Play this card just before
making an armor roll for an opposing player. One of
your player's soft calfskin gloves actually has sharpened
spring-loaded steel rods stitched into the knuckles
which means that the victim automatically fails their
armor roll.
DT - Mine. You may play this card when an opposing
player enters a square on your half of the field.
A mine that someone has carelessly left on the field
explodes under the player's feet, knocking them over.
Any players adjacent to the mined square are knocked
down by the blast on a dice roll of 4, 5, or 6. Make
an armor roll for all players who are knocked over
and test for injury as normal.
DT - Morley's Revenge. You arrange for the
opposing team's supply of drinks to be spiked with
an extremely powerful Mickey Finn. You may play this
card before any kick-off takes place, but after the
two teams have set up. Roll a dice for each player
on the opposing team: 1-3 = The player shakes off
the effects of the drug and it has no effect; 4-6
= The player collapses to the ground. Place the player
prone but do not make an armor roll to see whether
they are injured.
DT - Pit Trap. You may play this card when
an opposing player enters a square on your half of
the field. A trap door opens under the player's feet,
they fall through, and then the trap door slams shut
again trapping them below until the next kick-off!
If the victim was holding the ball, then play stops
immediately and the ball must be kicked off again
by the team that scored last (any turns that have
been taken are lost though).
DT - Razzle Dazzle! You may play this card
at the start of any of your turns. You have been practicing
a special play with your team. If it works it should
give you a sure touchdown. If it fails, you'll be
in deep trouble! Roll a dice: On a roll of 1-2 the
play fails miserably and your turn ends imediately.
ON a roll of 3-6 the play works brilliantly and the
opposing team are so confused that they may not do
anything in their next turn!
DT - Referee!!! You may use this card at any
time. Your players crowd around the referee yelling
"ILLEGAL PROCEDURE! ILLEGAL PROCEDURE!! ILLEGAL
PROCEDURE!!!" and commenting on the efficiency
of his eyesight. The ref is completely intimidated
and calls an illegal procedure penalty against your
opponent, just as if they had failed to move their
turn marker along one space before taking an action.
DT - Robbed. You can play this card at the
end of the match after the opposing team has collected
their winnings. You hire a famous burglar to steal
their winnings from the match. The opposing team loses
the money they should have got for the match, and
you may add it to your own treasury instead.
DT - Sewer Map. You may use this card at any
time to allow one of your players to sneak through
the sewers onto the field from the Reserves box. This
means it is possible to have 12 players on the field!
Roll a dice to see where the player comes up: 1 =
Lost! The opposing coach may place the player in any
square; 2 - 5 = A bit lost. Nominate a square and
roll for scatter three times to see where the player
comes up. If he comes up off the field then he is
beaten up by the crowd as if he had been knocked out
of bounds; 6 = Perfect! Place the player in the square
of your choice. The player may not move on the turn
he appears.
Ruling (PBBL league): If the square is occupied, the
occupant is pushed back as if hit. Use the scatter
die to determine where the occupant is pushed to.
Ruling (Khopesh): Players with stand firm are still
pushed back. If the optional variant of take root
is used, a rooted treeman cannot be pushed. Use a
scatter roll from the rooted player to determine where
the player comes up from the sewers.
DT - Side Bet. Play this card at the end of
the match when you collect your winnings. You have
placed a side bet on the outcome of the game, and
win a number of gold pieces equal to the roll of a
dice x 10,000.
DT - Sorry Sir! You may play this card when
one of your players knocks an opposing player off
the pitch. Rather than ending up in the crowd the
player luckily lands in his own dugout. Unluckily
he lands on top of one of his own team's coaching
staff, squashing him flat! Place the opposing player
in the reserves box. Then pick one of the opposing
team's coaching staff models. Roll a dice to see what
happens to the victim: 1-2 = Badly shaken, they must
miss the rest of the match, 3-4 = Seriously injured,
miss the rest of this match and the next one too!
5-6 = Dead, dead, dead!
DT - Sorry! You may play this card at any time
on one of your players that is in s square next to
the sidelines. He accidentally trips over and hurtles
off the field, tragically flattening one of the opposing
team's coaching staff in the process! Remove your
player from the field and place him in the Reserves
box of your dugout, then pick one of the opposing
team's coaching staff models. Roll a dice to see what
happens to the victim: 1-2 = Badly shaken, they must
miss the rest of the match. 3-4 = Seriously injured,
miss the rest of this match and the next one too!
5-6 = Dead, dead, dead.
DT - Spike. You can use this card when one
of your players commits a foul on a player on the
opposing team. The player runs up and spikes the opposing
player by diving at him head first! the opposing player
is automatically injured, no armor roll is necessary,
and your player must be placed prone, and may be injured
as normal. Do not roll to see if the referee spots
the foul and awards a penalty.
DT - Spy. You can use this card to stop your
opponent using a re-roll. The re-roll has no effect,
and still counts as the opposing team's re-roll for
the turn.
DT - Stiletto. Play this card just before making
a block with one of your players. Instead of making
a block, the player stabs his opponent by slipping
a thin bladed stiletto knife through his armor. The
victim is automatically knocked over and injured -
no dice rolls are necessary. Place the player face
down and roll for injury as normal.
DT - Stink Bomb. You may use this card at any
time. Nominate a player on your team. He has sneaked
an extremely powerful stink bomb onto the field and
can throw it at an opposing player, rolling to hit
like a normal pass. Roll for scatter as normal if
the pass misses. The stink bomb may not be intercepted
or caught. Note that because the stink bomb can't
be caught, it will always bounce one square after
it has been thrown. Players in the square where the
stink bomb ends up and all eight adjacent squares
fall over coughing and choking; lie them face up on
the field but do not make an armor roll for them.
DT - Take a Dive. Play this card when an opposing
player attempts to move an extra square. You have
bribed him to take a dive. The player falls over and
is placed prone, but no roll is made for injury.
DT - Trampoline Trap. You may play this card
when an opposing player enters a square on your half
of the pitch. A trap door opens under the player's
feet and they fall through it. A trampoline in the
bottom of the pit hurls them up in the air again.
Roll for scatter to see what direction the player
flies off in, and a normal dice to see how many squares
they go. The player falls over when he lands, make
an armor roll for him as usual and he will drop the
ball if he was carrying it. If the square is occupied,
then the occupier is pushed back and knocked over
by the impact (if prone they are pushed back and must
roll for injury)_
DT - Whoops! You may play this card after your
opponent has kicked off the football. Nominate one
opposing player who is in the tackle zone of one of
your players. Your player sneakily trips the opposing
player up while the ref's attention is diverted by
the kick-off. Place the opposing player prone, and
make an armor roll to see if he is injured using the
normal rules.
|