BloodBowl
Cards
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Dirty Tricks (44) Magic Items (27) Random Events (45)
Assassin
Bad Press
Banana Skin
Blatant Foul
Bribe the Ref #1 (2)
Bribe the Ref #2 (2)
Bribe the Ref #3 (2)
Bribe the Ref #4
Custard Pie
Double Cross
Exploding Player
Extra Training (2)
Faked Play
Greased Shoes
Grudge Match
Hide the Ball
High Punt
I'll Get You
Illegal Drugs
Injury Time
Kidnap Rival Coach
Knuckledusters
Mine
Morley's Revenge
Pit Trap
Razzle Dazzle!
Referee!!!
Robbed
Sewer Map
Side Bet
Sorry Sir!
Sorry!
Spike
Spy (3)
Stilletto
Stink Bomb
Take a Dive
Trampoline Trap
Whoops!



Extra Training (2)
Eye of the Eagle
Grasping Tentacles of Altanson
Hawkfing's Curse
Healing Scroll (3)
Kelhoffer's Magic Foot
Knutt's Spell of Awesome Strength
Labatt's Flying Fist
Lurve Potion
Magic Hand of Jark Longarm
Magic Helmet
Magic Pills
Magic Potion
Magic Sponge (2)
Mind Blow
Rakarth's Bounding Leap
Rakarth's Obliteration Spell
Rakarth's Spell of Petty Spite
Scutt's Deluge of Despair
Speed of Light
The Secret Way
Time Warp
Unseen Shield



















A Better Offer
A Large Donation
Away Fans Banned
Bad Habits (2)
Bankruptcy!
Biased Referee
Blitzkrieg
Burst Ball
Charity Match
Crazy Referee!
Demo Game
Doom and Gloom
Duh, Where am I?
Extra Training (3)
'Flu Bug
Get 'Em Lads!
Half Time Team Talk
Hall of Fame
Heroic Effort
Heroic Leap
I Am the Greatest!
Injured in Practice
Inspiration
Inspired Play
Is it a TD?
It Wasn't Me
Merchandising
Number One with a Bullet
Peaked
Player Strike
Press Gang
Snack Break
Special Offer
That Boy's Got Talent!
That Makes Me Mad!!
The Big Match
The Chuck
This Will Hurt a Bit
Under Scrutiny
Unsportsmanlike Conduct
Will
Woof Woof!

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. 

Magic Items 

•  MI - 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. 
•  MI - 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. 
Ruling (PBBL league): Eye of the Eagle won't make a hail mary pass complete.
•  MI - 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. 
•  MI - 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. 
•  MI - 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. 
•  MI - Kelhoffer's Magic Foot.  While rooting through the darkest corners of your team's locker room, you find a magic scroll which you can use during the match.  You can use this scroll to cast a spell whenever you are about to place the football in the opponent's half after a kick-off.  It conjures a ghostly magic foot to kick off the ball, allowing you to place the ball in any square that you like - you do not have to roll for scatter. 
•  MI - 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. 
•  MI - 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. 
•  MI - 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. 
•  MI - 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. 
•  MI - 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. 
Ruling (PBBL league): Players cannot wear more than one helmet.
•  MI - 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. 
•  MI - 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 until the next touchdown is scored.  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. 
•  MI - 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. 
•  MI - 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. 
•  MI - 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). 
•  MI - 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. 
•  MI - 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. 
•  MI - 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. 
•  MI - 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. 
•  MI - 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. 
•  MI - 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. 
•  MI - 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 

Random Events 

•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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). 
•  RE - 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. 
•  RE - 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). 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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). 
Ruling (PBBL league): The confused player gets up on the same turn as knocked over and makes an action
Ruling (PBBL league): The confused player does not earn SPPs and cannot score before the next kickoff and will score for the player's true team if in the other endzone.
•  RE - 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. 
•  RE - '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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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! 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
Ruling (PBBL league): If your fans have been banned, you still use the unmodified fan factor on your record sheet.
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
Ruling (PBBL league): Players will still play the match if the treasury is empty already.
•  RE - 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. 
•  RE - 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. 
•  RE - 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! 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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. 
•  RE - 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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© 1999 Khopesh, L+d.
Khopesh (khopesh@usa.net)
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