vault 50k handicap cards converted for lrb 4.0 in color!
Moderator: TFF Mods
-
- Ex-Mega Star, now just a Super Star
- Posts: 1540
- Joined: Tue Sep 07, 2004 8:44 pm
- Location: Madison, WI
vault 50k handicap cards converted for lrb 4.0 in color!
directions- Split a normal deck of cards into it's 4 suits, each suit is a different type of card. Instead of using the handicap table, for every 50k in TR difference you may DRAW , not choose, one card from any deck. Will make LRB 4.0 100/200/400k lists soon.
Color code
Misc Mayhem-Red
Special Plays-Green
Magic Items-Orange
Dirty Tricks- Blue
Misc Mayhem (hearts)
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Ace Hearts-Badyear Git
Description: A goblin doom diver who was too cheap to pay for admission is hit by the kickoff
Timing: Before the ball is scattered on a kickoff.
Effect: The ball scatters 2d6 instead of 1d6 on this kickoff.
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Duece Hearts- Friendly Fans
Description: The crowd loves your team, and wouldn't even consider ripping a player apart...well, they won't actually do it anyway.
Timing: Play during the pregame, immediatly after all cards are purchased
Effect: No player on your team that is pushed into the crowd this game will be hurt worse than stunned. Do not roll injury.
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Three of Hearts- Get 'Em
Description: The crowd is nearly invading the field trying to get in on the action.
Timing: Play after your kickoff to an oppenent is resolved, but before your opponents turn begins, or after their kickoff to you is resolved, but before any player on your team has acted (note you can play this after a blitz result on the kickoff)
Effect: Any player from the opposing team next to the sideline must dodge if they move, as if they were leaving a tackle zone. The sideline does not count as having a tacklezone for any modifiers to any rolls made, however. This effect lasts until a TD is scored or the half ends.
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Four of Hearts- Heckler
Description: An overeager fan heckles and distracts your opponent
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: An opposing player of your choice may not use any skills (including block defensivly), other than those that must be used (frenzy, loner, etc.) for this turn and the next opposing turn.
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Five of Hearts- Hometown Fans
Description: The crowd is prepared to help your team, and will throw the ball where you need it.
Timing: During the pregame, immediatly after all cards are purchased
Effect: You may choose the direction the ball is thrown in the first time it goes out of bounds. After this all throw ins are as normal.
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Six of Hearts- Misplaced Mine!
Description: You planted a remotely detonated mine somewhere on the pitch, but forgot where it was!
Timing: After your turn has ended, or your kickoff to opponent is resolved, but before your opponents turn begins.
Effect: Place a marker on the pitch, scatter the marker 5 times. The mine explodes as the fireball spell, the center of the fireball is where the marker is.
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Seven of Hearts- Pit Trap
Description: A devious grounds keeper cleverly set up a pit trap for you.
Timing: After your turn has ended, or your kickoff to opponent is resolved, but before your opponents turn begins.
Effect: Choose a player without the ball, place that player prone, no armor roll,if the player had the ball scatter it as normal.
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Eight of Hearts- Shake that Thang!
Description: A group of cheerleaders were hired to distract the opposition.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: All players, including yours, in one widezone of your choice may not take an action this turn and on your opponents turn following this turn.
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Nine of Hearts- Suitable Pitch
Description: A friendly groundskeeper makes sure the pitch is in perfect playing condition, either by removing all the dangerous objects, or by hiding a couple friendly jagged glass peices and such in the pitch, once the ref is wise to the issue the state of the field is restored though
Timing: Play after any kick off result is resolved.
Effect: All armour rolls have an additional -1 modifier or +1 modifier, your choice, until a TD is scored or the half ends.
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Ten of Hearts - Sprinkler Malfunction
Description: Somebody triggered the sprinkler system, on accident of course.
Timing: After your turn has ended, or your kickoff to opponent is resolved, but before your opponents turn begins.
Effect: All attempts to pass, catch, or pick up the ball receive an additional -1 modifier for the rest of the turn.
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Jack of Hearts - Trampoline Trap
Description: Someone set up a pit trap...with a trampoline in it!
Timing: After your turn is over or your kickoff to opponent is resolved, but before your opponents turn begins.
Effect: Choose a player without the ball, and with a strength of 4 or less; treat that player as a thrown teammate, with the target square being the square they currently occupy.
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Queen of Hearts- Turfmonster
Description: The turf has become possesed by chaos and is alive! This makes it fairly difficult to manuever as the turf grabs at the players while they are running.
Timing: After your turn has ended or your kickoff to opponent is resolved, but before your opponent begins
Effect All go for it rolls are at a -2 to the roll instead of the normal 2+ until a TD is scored or the end of the half.
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King of Hearts- Fanatic Invasion
Description: An overzealous goblin fan talks an ogre into tossing him on the pitch!
Timing: Play immediatly after your turn is over, but before your opponents turn begins. (note you may not play this during a kickoff)
Effect: Place a Goblin Fantic model on the field, with all the stats of Fungus the Loon, scatter the fanatic 3 times, treating any result as a thrown teammate, however the fanatic automatically lands on his feet. You may take a move action with the fanatic immediatly. At the end of every turn, while the fanatic is on the field, the player whos turn just ended may take a move action with the fanatic. After the half ends or a TD is scored the ref ejects the fanatic from the field.
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Special Plays (diamonds)
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Ace of Diamonds- Afterburners
Description: The player throws it into high gear to cover some extra ground.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: A player of your choice may go for it any number of times this turn, however the go for it roll is at a -1 instead of the normal unmodified 2+. After this turn roll a die, on a 4+ this player is ko'd.
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Duece Diamonds- New Blocking Scheme
Description: A clever blocking play gives you a one-up on your opponents.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: Any player in a tacklezone and adjacent to another player on your team may switch spots, unless either one has the ball.
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Three of Diamonds- Dogged Defense
Description: Your players try and trip the opposition from the ground.
Timing: Play after your turn has ended, or after your kickoff to the opponent has been resolved, but before your opponents turn begins.
Effect: For this turn all your players that are prone exert a tackle zone as if they were standing, however they cannot assist or cancel assists, catch, or take any other action that requires a standing player.
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Four of Diamonds- Flea Flicker
Description: A trick play is on, you trick the opponent into thinking one person will run the ball, but he tosses it to someone else who throws the ball.
Timing: Play at the beginning of your turn, before any player on your team takes an action.
Effect: You may take and extra passing action, however the pass must be a quick pass, and may not be in the direction of the opposing endzone(ball may not go forward unless it is an inaccurate pass).
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Five of Diamonds- Hurry up Offense
Description Your team is making all of their time left count, trying to mount one last scoring drive.
Timing: Play this card instead of moving your turn marker.
Effect: You receive a free turn, however only any player on your team that starts the turn not in a tackle zone may take an action. Immediatly after this free turn your opponent also gains a free turn, but only any player that starts the turn not in a tacklezone may take an action. If you score on your free turn your opponent will then get his free turn after the kickoff, followed immediatly by his normal turn, as you have left too much time on the clock!
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Six of Diamonds- Onside Kick
Description: You call in a special play to try and grab the kickoff yourself!
Timing: Play after your kickoff is resolved, but before the ball lands and bounces.
Effect: Place the ball anywhere on the opponents line of scrimage, scatter the ball 3 times instead of one, but use the sideline throw in template for each scatter instead, you may choose the direction of the template.
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Seven of Diamonds- Option Play
Description: A special play is on in which the ball carrier can chose to either keep the ball himself and run, or dump it off to someone else.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: A player of your choice gains the Dump Off skill until a TD is scored, or the half ends. In addition this player may reroll any pass using this skill as if he had pass.
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Eight of Diamonds- Punt
Description: Time to get rid of the ball and pin the opponent deep!
Timing: Play after your turn has ended, but before your opponents turn begins.
Effect: If a player you control has the ball you may place the ball in any square you want and scatter the ball three times. If the ball is not caught it will bounce as normal.
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Nine of Diamonds- Wake Up Call
Description: Desperate times call for desperate measures, and some players that are not quite ready have to get out on the field.
Timing: Play before you set up any players for a drive, but after a TD has been scored or after the first half ends.
Effect: Instead of rolling for a player to come back from being KO'd you may place the player on the field stunned instead, if you would like. You may do this with any number of KO's. At this time roll a die for each player placed stunned this way, on a 4+ that player unstuns.
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Ten of Diamonds- Spectacular Catch
Description: This player is especially good at making insane diving grabs today.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: For this turn a player of your choice gains catch and diving catch.
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Jack of Diamonds- Suicide Blitz
Description The player gets a good jump and launches himself at the opponents.
Timing: After a kickoff to your opponent has been resolved, but before the ball lands.
Effect: A player of your choice may take a blitz action immediatly.
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Queen of Diamonds- Fumblerooski
Description: The players on your team intentionally fumble the ball to open up some spectacular plays.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: This turn failed pick ups, catches, and fumbled passes do not count as turnovers. Also a player can intentionally fail a pick up roll, catch roll, or fumble a pass. Any failed attempt to pick up or throw the ball ends the players action, and if the player fails a catch they also count as having acted.
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King of Diamonds-Heroic Leap
Description: The player has got one chance to be a hero, and tries for it all!
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: Choose one player on your team with strength 4 or less, that player may take a leap, as the skill, with a 3+ to land, regardless of agility, for this turn only
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Magic Items (clubs)
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Ace of Clubs- Magic Horned Helmet
Description: A player on your team found a big goofy helment, possibly of chaos dwarf decent, to wear for the match.
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice gains the skills Horns and Thick Skull. However, this player also gets a -1 modifier to all pick up, pass, and catch rolls made.
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Duece Clubs- Fawndoughs Headband
Description: One of the great passers of all time, Fawndough, has loaned your player his headband for the game, but you better make sure you get it back before he notices it missing!
Timing: Play at the beginning of your turn, before any player takes an action
Effect: A player of your choice gains pass and accurate for this turn, but an additional +1 modifier on all intercept rolls is applied as well.
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Three of Clubs- Force Sheild
Description: Your player payed top gold for a Ring of Invincibility, but it's not all that was advertised! (That sneaky git!)
Timing: Play after your turn has ended, or your kickoff to opponent has resolved, but before your opponent begins.
Effect: If a player on your team has the ball that player gains surehands and no player on the other team may follow up a block agianst this player until the player no longer has the ball.
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Four of Clubs- Gloves of Holding
Description: A player puts a magic salve on his gloves (AKA glue)
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice gains the Catch and Surehands skill, but may not take Pass or Handoff actions for this game.
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Five of Clubs- Gitka's Strengh of da Bear Scroll
Description: A scroll found in the house of a retired legendary coach contains a spell of Bear strength.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: A player of your choice gains +1 strength until a TD is scored or the half ends. After this the player has -1 strength for the remainder of the game.
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Six of Clubs- Lucky Charm
Description:The player has aquired some lucky charms from a hafling in a green coat before the game.
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice may ignore the first time his armour is broken, and just be place prone. Any roll that ignores armour, such as the crowd or throw a rock, is not effected by a lucky charm.
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Seven of Clubs- Magic Glove of Jark Longarm
Description: Your team is featured in Spike! magazine, and Spike! gives you these gloves for your next game.
Timing: Play after your turn has ended or your kickoff to an opponent is resolved, but before your opponents turn begins.
Effect: A player of your choice gains the Pass Block skill, and an additional +1 modifier to all interception rolls until a TD is scored or the half ends.
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Eight of Clubs- Old Magic Armour
Description:A player pulled some heavy magic armour out of a closet somewhere, it's all but falling apart though!
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice gains +1 AV for this game.
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Nine of Clubs- Rabbits Foot
Description: One player cuts himself a lucky rabbits foot before the game, and eats the leftovers.
Timing: Play during the pregame, immediatly after all cards are purchased.
Effect: A player of your choise, without Big Guy, gains the pro skill this game.
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Ten of Clubs- Ring of Teleportation
Description: Where'd he go? The player acquired this antique ring in a game of chance before the game.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: A player of your choice is moved d6 squares in one direction of your choice. If that player lands in another players square treat that as a thrown teammate. If the player has the ball the ball scatters from the players starting position, finishes teleporting, and counts as a turnover.
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Jack of Clubs- Wand of Smashing
Description: Stick! Smash!
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: Choose one player on your team, that player gains +1 strength and the Mighty Blow skill this turn.
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Queen of Clubs - Beguiling Bracers
Description: The player has come across the bracers of [insert a name here?] to use for the match. They are so good that they even distract the player wearing them some times!
Timing: Play during the pregame, immediatly after all cards are purchased.
Effect: Choose one player on your team without bonehead, that player gains the skills Hypnotic Gaze, Sidestep, and Bonehead for this game.
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King of Clubs- Gromskulls Exploding Runes
Description: A player purchased some exploding runes from a dwarven runesmith before the game, though illegal, they are highly effective
Timing: Play during the pregame, immediatly after all cards are purchased.
Effect: Choose one player on your team, that player gains the bomb secret weapon skills for this game.
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Dirty Tricks (spades)
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Ace of Spades- Blatant Foul
Description: A player on your team is determined to take out the opposition, No matter what!
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: The armour roll for your Foul action automatically succeeds, however the fouling player is automatically ejected as well.
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Duece Spades- Chainsaw!
Description: The player has a little treat for the opponents hidden under his gloves.
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice gains the chainsaw secret weapon ability for this game.
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Three of Spades- Chop Block
Description: A player throws a dirty block on the opponent.
Timing: Play at the beginning of your turn, before and player takes an action.
Effect: For this turn a player of your choice gains the skills Block, Tackle, Piling On, and Mighty Blow. The player MUST use piling on if the armour roll is not passed, and if he rolls armour he is treated as if he has fouled (although the action does not use up the Foul action for the turn, nor doe IGMOEY alter the ejection roll).
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Four of Spades- Distract
Description: Your player is very good at distracting all of those around him, or has a very shiny object.
Timing: Play after your turn has ended, or your kickoff to opponent is resolved, but before the opponents turn begins.
Effect: All players within 3 squares are -1 to pass or catch the ball, and are treated as having Bonehead for this turn.
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Five of Spades- Greased Ball
Description: Some bacon fat from the pre-game meal was used to grease the ball up.
Timing: Play after all players are set up for a kickoff, but before the kickoff result is rolled.
Effect: All catch and pick up rolls have an additional -1 modifier until a TD is scored of the half ends.
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Six of Spades- Kicking Boots
Description:These boots were made for stomping, and thats just what they will do!
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice gains the kick and dirty player skills for this game, but gains -1 MA.
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Seven of Spades- Illegal Substitution
Description: A reserve sneaks onto the field while the ref is cleaning his glasses.
Timing: Play at the beginning of your turn, before any player has taken an action.
Effect: You may place one reserve in the endzone you are defending. This player may only take a move action this turn.
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Eight of Spades- Playing Possum
Description:Taking a page from Mick Snair's fighting technique, this player can fake an injury and flop with the best of them.
Timing: Play at the beginning of your turn, before any player has taken an action.
Effect: This player gains Jump Up until a TD is scored or the half ends.
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Nine of Spades- 'roid Rage
Description: The player has been slipped extra performance enhancing substances, and has completly lost it due to the overdosing.
Timing: Play after your turn has ended, or after your kickoff to the opponent has resolved, but before your opponents turn begins.
Effect: A player of your choice with a strength of 3 or more, but not a player with loner, on the opposing team gains Frenzy and +1 strength, however the player must act first each turn, and must take a block action if there is any opposing player adjacent to him. This effect only lasts until a TD is scored or the half ends.
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Ten of Spades- Spiked Ball
Description: A bloodthirster is in the crowd today, so in honor of this event a spiked ball is swapped with the real ball, more blood for the fans!
Timing: Play after the ball is placed on a kickoff, but before the kickoff effect is resolved.
Effect: Any failed pick up or catch roll requires an armour roll after to see if the player hurts himself on the spikes. This effect lasts until a TD is scored or the half ends.
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Jack of Spades- Stink Bomb
Description:A player invested a little cash in a stink bomb, bought from a Nurgle Warlock.
Timing: Play after your turn is over, or your kickoff to an opponent is resolved, but before your opponents turn begins.
Effect: A player of your choice gains Foul Appearance until a TD is scored or the half is over.
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Queen of Spades- Stolen Playbook
Description:You nabbed a playbook from the opponents coach! Boy will he be surprised when you know exactly how to stuff his play.
Timing: Play at the beginning of your turn, before any player has acted.
Effect: A player of your choice gains pass block and shadowing until a TD is scored or the half ends.
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King of Spades- Witches Brew
Description:You've spiked the opponents Kroxorade bottle with a witches concoction!
Timing: Play after your opponent sets his players up for a drive, but before any kickoff takes place.
Effect: Choose a Player, roll on this table.
1- Woops! Mad Cap Mushroom potion! Player gains Jump Up.
2- Snake Oil! It tastes bad, but no effect.
3-6 Sedative! The player gains the Really Stupid skill, and has -1 MA until the drive is over.
all effects of the witches brew last until a TD is scored or the half ends.
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Color code
Misc Mayhem-Red
Special Plays-Green
Magic Items-Orange
Dirty Tricks- Blue
Misc Mayhem (hearts)
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Ace Hearts-Badyear Git
Description: A goblin doom diver who was too cheap to pay for admission is hit by the kickoff
Timing: Before the ball is scattered on a kickoff.
Effect: The ball scatters 2d6 instead of 1d6 on this kickoff.
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Duece Hearts- Friendly Fans
Description: The crowd loves your team, and wouldn't even consider ripping a player apart...well, they won't actually do it anyway.
Timing: Play during the pregame, immediatly after all cards are purchased
Effect: No player on your team that is pushed into the crowd this game will be hurt worse than stunned. Do not roll injury.
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Three of Hearts- Get 'Em
Description: The crowd is nearly invading the field trying to get in on the action.
Timing: Play after your kickoff to an oppenent is resolved, but before your opponents turn begins, or after their kickoff to you is resolved, but before any player on your team has acted (note you can play this after a blitz result on the kickoff)
Effect: Any player from the opposing team next to the sideline must dodge if they move, as if they were leaving a tackle zone. The sideline does not count as having a tacklezone for any modifiers to any rolls made, however. This effect lasts until a TD is scored or the half ends.
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Four of Hearts- Heckler
Description: An overeager fan heckles and distracts your opponent
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: An opposing player of your choice may not use any skills (including block defensivly), other than those that must be used (frenzy, loner, etc.) for this turn and the next opposing turn.
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Five of Hearts- Hometown Fans
Description: The crowd is prepared to help your team, and will throw the ball where you need it.
Timing: During the pregame, immediatly after all cards are purchased
Effect: You may choose the direction the ball is thrown in the first time it goes out of bounds. After this all throw ins are as normal.
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Six of Hearts- Misplaced Mine!
Description: You planted a remotely detonated mine somewhere on the pitch, but forgot where it was!
Timing: After your turn has ended, or your kickoff to opponent is resolved, but before your opponents turn begins.
Effect: Place a marker on the pitch, scatter the marker 5 times. The mine explodes as the fireball spell, the center of the fireball is where the marker is.
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Seven of Hearts- Pit Trap
Description: A devious grounds keeper cleverly set up a pit trap for you.
Timing: After your turn has ended, or your kickoff to opponent is resolved, but before your opponents turn begins.
Effect: Choose a player without the ball, place that player prone, no armor roll,if the player had the ball scatter it as normal.
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Eight of Hearts- Shake that Thang!
Description: A group of cheerleaders were hired to distract the opposition.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: All players, including yours, in one widezone of your choice may not take an action this turn and on your opponents turn following this turn.
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Nine of Hearts- Suitable Pitch
Description: A friendly groundskeeper makes sure the pitch is in perfect playing condition, either by removing all the dangerous objects, or by hiding a couple friendly jagged glass peices and such in the pitch, once the ref is wise to the issue the state of the field is restored though
Timing: Play after any kick off result is resolved.
Effect: All armour rolls have an additional -1 modifier or +1 modifier, your choice, until a TD is scored or the half ends.
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Ten of Hearts - Sprinkler Malfunction
Description: Somebody triggered the sprinkler system, on accident of course.
Timing: After your turn has ended, or your kickoff to opponent is resolved, but before your opponents turn begins.
Effect: All attempts to pass, catch, or pick up the ball receive an additional -1 modifier for the rest of the turn.
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Jack of Hearts - Trampoline Trap
Description: Someone set up a pit trap...with a trampoline in it!
Timing: After your turn is over or your kickoff to opponent is resolved, but before your opponents turn begins.
Effect: Choose a player without the ball, and with a strength of 4 or less; treat that player as a thrown teammate, with the target square being the square they currently occupy.
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Queen of Hearts- Turfmonster
Description: The turf has become possesed by chaos and is alive! This makes it fairly difficult to manuever as the turf grabs at the players while they are running.
Timing: After your turn has ended or your kickoff to opponent is resolved, but before your opponent begins
Effect All go for it rolls are at a -2 to the roll instead of the normal 2+ until a TD is scored or the end of the half.
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King of Hearts- Fanatic Invasion
Description: An overzealous goblin fan talks an ogre into tossing him on the pitch!
Timing: Play immediatly after your turn is over, but before your opponents turn begins. (note you may not play this during a kickoff)
Effect: Place a Goblin Fantic model on the field, with all the stats of Fungus the Loon, scatter the fanatic 3 times, treating any result as a thrown teammate, however the fanatic automatically lands on his feet. You may take a move action with the fanatic immediatly. At the end of every turn, while the fanatic is on the field, the player whos turn just ended may take a move action with the fanatic. After the half ends or a TD is scored the ref ejects the fanatic from the field.
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Special Plays (diamonds)
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Ace of Diamonds- Afterburners
Description: The player throws it into high gear to cover some extra ground.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: A player of your choice may go for it any number of times this turn, however the go for it roll is at a -1 instead of the normal unmodified 2+. After this turn roll a die, on a 4+ this player is ko'd.
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Duece Diamonds- New Blocking Scheme
Description: A clever blocking play gives you a one-up on your opponents.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: Any player in a tacklezone and adjacent to another player on your team may switch spots, unless either one has the ball.
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Three of Diamonds- Dogged Defense
Description: Your players try and trip the opposition from the ground.
Timing: Play after your turn has ended, or after your kickoff to the opponent has been resolved, but before your opponents turn begins.
Effect: For this turn all your players that are prone exert a tackle zone as if they were standing, however they cannot assist or cancel assists, catch, or take any other action that requires a standing player.
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Four of Diamonds- Flea Flicker
Description: A trick play is on, you trick the opponent into thinking one person will run the ball, but he tosses it to someone else who throws the ball.
Timing: Play at the beginning of your turn, before any player on your team takes an action.
Effect: You may take and extra passing action, however the pass must be a quick pass, and may not be in the direction of the opposing endzone(ball may not go forward unless it is an inaccurate pass).
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Five of Diamonds- Hurry up Offense
Description Your team is making all of their time left count, trying to mount one last scoring drive.
Timing: Play this card instead of moving your turn marker.
Effect: You receive a free turn, however only any player on your team that starts the turn not in a tackle zone may take an action. Immediatly after this free turn your opponent also gains a free turn, but only any player that starts the turn not in a tacklezone may take an action. If you score on your free turn your opponent will then get his free turn after the kickoff, followed immediatly by his normal turn, as you have left too much time on the clock!
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Six of Diamonds- Onside Kick
Description: You call in a special play to try and grab the kickoff yourself!
Timing: Play after your kickoff is resolved, but before the ball lands and bounces.
Effect: Place the ball anywhere on the opponents line of scrimage, scatter the ball 3 times instead of one, but use the sideline throw in template for each scatter instead, you may choose the direction of the template.
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Seven of Diamonds- Option Play
Description: A special play is on in which the ball carrier can chose to either keep the ball himself and run, or dump it off to someone else.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: A player of your choice gains the Dump Off skill until a TD is scored, or the half ends. In addition this player may reroll any pass using this skill as if he had pass.
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Eight of Diamonds- Punt
Description: Time to get rid of the ball and pin the opponent deep!
Timing: Play after your turn has ended, but before your opponents turn begins.
Effect: If a player you control has the ball you may place the ball in any square you want and scatter the ball three times. If the ball is not caught it will bounce as normal.
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Nine of Diamonds- Wake Up Call
Description: Desperate times call for desperate measures, and some players that are not quite ready have to get out on the field.
Timing: Play before you set up any players for a drive, but after a TD has been scored or after the first half ends.
Effect: Instead of rolling for a player to come back from being KO'd you may place the player on the field stunned instead, if you would like. You may do this with any number of KO's. At this time roll a die for each player placed stunned this way, on a 4+ that player unstuns.
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Ten of Diamonds- Spectacular Catch
Description: This player is especially good at making insane diving grabs today.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: For this turn a player of your choice gains catch and diving catch.
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Jack of Diamonds- Suicide Blitz
Description The player gets a good jump and launches himself at the opponents.
Timing: After a kickoff to your opponent has been resolved, but before the ball lands.
Effect: A player of your choice may take a blitz action immediatly.
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Queen of Diamonds- Fumblerooski
Description: The players on your team intentionally fumble the ball to open up some spectacular plays.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: This turn failed pick ups, catches, and fumbled passes do not count as turnovers. Also a player can intentionally fail a pick up roll, catch roll, or fumble a pass. Any failed attempt to pick up or throw the ball ends the players action, and if the player fails a catch they also count as having acted.
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King of Diamonds-Heroic Leap
Description: The player has got one chance to be a hero, and tries for it all!
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: Choose one player on your team with strength 4 or less, that player may take a leap, as the skill, with a 3+ to land, regardless of agility, for this turn only
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Magic Items (clubs)
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Ace of Clubs- Magic Horned Helmet
Description: A player on your team found a big goofy helment, possibly of chaos dwarf decent, to wear for the match.
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice gains the skills Horns and Thick Skull. However, this player also gets a -1 modifier to all pick up, pass, and catch rolls made.
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Duece Clubs- Fawndoughs Headband
Description: One of the great passers of all time, Fawndough, has loaned your player his headband for the game, but you better make sure you get it back before he notices it missing!
Timing: Play at the beginning of your turn, before any player takes an action
Effect: A player of your choice gains pass and accurate for this turn, but an additional +1 modifier on all intercept rolls is applied as well.
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Three of Clubs- Force Sheild
Description: Your player payed top gold for a Ring of Invincibility, but it's not all that was advertised! (That sneaky git!)
Timing: Play after your turn has ended, or your kickoff to opponent has resolved, but before your opponent begins.
Effect: If a player on your team has the ball that player gains surehands and no player on the other team may follow up a block agianst this player until the player no longer has the ball.
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Four of Clubs- Gloves of Holding
Description: A player puts a magic salve on his gloves (AKA glue)
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice gains the Catch and Surehands skill, but may not take Pass or Handoff actions for this game.
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Five of Clubs- Gitka's Strengh of da Bear Scroll
Description: A scroll found in the house of a retired legendary coach contains a spell of Bear strength.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: A player of your choice gains +1 strength until a TD is scored or the half ends. After this the player has -1 strength for the remainder of the game.
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Six of Clubs- Lucky Charm
Description:The player has aquired some lucky charms from a hafling in a green coat before the game.
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice may ignore the first time his armour is broken, and just be place prone. Any roll that ignores armour, such as the crowd or throw a rock, is not effected by a lucky charm.
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Seven of Clubs- Magic Glove of Jark Longarm
Description: Your team is featured in Spike! magazine, and Spike! gives you these gloves for your next game.
Timing: Play after your turn has ended or your kickoff to an opponent is resolved, but before your opponents turn begins.
Effect: A player of your choice gains the Pass Block skill, and an additional +1 modifier to all interception rolls until a TD is scored or the half ends.
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Eight of Clubs- Old Magic Armour
Description:A player pulled some heavy magic armour out of a closet somewhere, it's all but falling apart though!
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice gains +1 AV for this game.
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Nine of Clubs- Rabbits Foot
Description: One player cuts himself a lucky rabbits foot before the game, and eats the leftovers.
Timing: Play during the pregame, immediatly after all cards are purchased.
Effect: A player of your choise, without Big Guy, gains the pro skill this game.
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Ten of Clubs- Ring of Teleportation
Description: Where'd he go? The player acquired this antique ring in a game of chance before the game.
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: A player of your choice is moved d6 squares in one direction of your choice. If that player lands in another players square treat that as a thrown teammate. If the player has the ball the ball scatters from the players starting position, finishes teleporting, and counts as a turnover.
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Jack of Clubs- Wand of Smashing
Description: Stick! Smash!
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: Choose one player on your team, that player gains +1 strength and the Mighty Blow skill this turn.
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Queen of Clubs - Beguiling Bracers
Description: The player has come across the bracers of [insert a name here?] to use for the match. They are so good that they even distract the player wearing them some times!
Timing: Play during the pregame, immediatly after all cards are purchased.
Effect: Choose one player on your team without bonehead, that player gains the skills Hypnotic Gaze, Sidestep, and Bonehead for this game.
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King of Clubs- Gromskulls Exploding Runes
Description: A player purchased some exploding runes from a dwarven runesmith before the game, though illegal, they are highly effective
Timing: Play during the pregame, immediatly after all cards are purchased.
Effect: Choose one player on your team, that player gains the bomb secret weapon skills for this game.
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Dirty Tricks (spades)
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Ace of Spades- Blatant Foul
Description: A player on your team is determined to take out the opposition, No matter what!
Timing: Play at the beginning of your turn, before any player takes an action.
Effect: The armour roll for your Foul action automatically succeeds, however the fouling player is automatically ejected as well.
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Duece Spades- Chainsaw!
Description: The player has a little treat for the opponents hidden under his gloves.
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice gains the chainsaw secret weapon ability for this game.
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Three of Spades- Chop Block
Description: A player throws a dirty block on the opponent.
Timing: Play at the beginning of your turn, before and player takes an action.
Effect: For this turn a player of your choice gains the skills Block, Tackle, Piling On, and Mighty Blow. The player MUST use piling on if the armour roll is not passed, and if he rolls armour he is treated as if he has fouled (although the action does not use up the Foul action for the turn, nor doe IGMOEY alter the ejection roll).
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Four of Spades- Distract
Description: Your player is very good at distracting all of those around him, or has a very shiny object.
Timing: Play after your turn has ended, or your kickoff to opponent is resolved, but before the opponents turn begins.
Effect: All players within 3 squares are -1 to pass or catch the ball, and are treated as having Bonehead for this turn.
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Five of Spades- Greased Ball
Description: Some bacon fat from the pre-game meal was used to grease the ball up.
Timing: Play after all players are set up for a kickoff, but before the kickoff result is rolled.
Effect: All catch and pick up rolls have an additional -1 modifier until a TD is scored of the half ends.
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Six of Spades- Kicking Boots
Description:These boots were made for stomping, and thats just what they will do!
Timing: Play during the pregame, immediatly after picking all cards.
Effect: A player of your choice gains the kick and dirty player skills for this game, but gains -1 MA.
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Seven of Spades- Illegal Substitution
Description: A reserve sneaks onto the field while the ref is cleaning his glasses.
Timing: Play at the beginning of your turn, before any player has taken an action.
Effect: You may place one reserve in the endzone you are defending. This player may only take a move action this turn.
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Eight of Spades- Playing Possum
Description:Taking a page from Mick Snair's fighting technique, this player can fake an injury and flop with the best of them.
Timing: Play at the beginning of your turn, before any player has taken an action.
Effect: This player gains Jump Up until a TD is scored or the half ends.
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Nine of Spades- 'roid Rage
Description: The player has been slipped extra performance enhancing substances, and has completly lost it due to the overdosing.
Timing: Play after your turn has ended, or after your kickoff to the opponent has resolved, but before your opponents turn begins.
Effect: A player of your choice with a strength of 3 or more, but not a player with loner, on the opposing team gains Frenzy and +1 strength, however the player must act first each turn, and must take a block action if there is any opposing player adjacent to him. This effect only lasts until a TD is scored or the half ends.
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Ten of Spades- Spiked Ball
Description: A bloodthirster is in the crowd today, so in honor of this event a spiked ball is swapped with the real ball, more blood for the fans!
Timing: Play after the ball is placed on a kickoff, but before the kickoff effect is resolved.
Effect: Any failed pick up or catch roll requires an armour roll after to see if the player hurts himself on the spikes. This effect lasts until a TD is scored or the half ends.
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Jack of Spades- Stink Bomb
Description:A player invested a little cash in a stink bomb, bought from a Nurgle Warlock.
Timing: Play after your turn is over, or your kickoff to an opponent is resolved, but before your opponents turn begins.
Effect: A player of your choice gains Foul Appearance until a TD is scored or the half is over.
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Queen of Spades- Stolen Playbook
Description:You nabbed a playbook from the opponents coach! Boy will he be surprised when you know exactly how to stuff his play.
Timing: Play at the beginning of your turn, before any player has acted.
Effect: A player of your choice gains pass block and shadowing until a TD is scored or the half ends.
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King of Spades- Witches Brew
Description:You've spiked the opponents Kroxorade bottle with a witches concoction!
Timing: Play after your opponent sets his players up for a drive, but before any kickoff takes place.
Effect: Choose a Player, roll on this table.
1- Woops! Mad Cap Mushroom potion! Player gains Jump Up.
2- Snake Oil! It tastes bad, but no effect.
3-6 Sedative! The player gains the Really Stupid skill, and has -1 MA until the drive is over.
all effects of the witches brew last until a TD is scored or the half ends.
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Yaaaay cards! Stolen playbook may not be the best match of fluff and function. The name suggests some way to mess up the opponent's action rather than improving your own chances. Also I think it may be a bit weak, since it only give the chance for one turn.
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I don't have to be faster than the Ogre, just faster than you!
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Please don't forget that 50K Vault difference means 5TR in LRB. Considering that TR5 is near to nil difference in team strength, more than half of the cards are too powerful.
Sorry, if this comment wasn't very constructive.
I know you put a lot of work into them and they look entertaining to use, though. I guess, coaches who like cards will love these.
Sorry, if this comment wasn't very constructive.
I know you put a lot of work into them and they look entertaining to use, though. I guess, coaches who like cards will love these.
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So what level would you consider appropriate for 50k?narkotic wrote:Please don't forget that 50K Vault difference means 5TR in LRB. Considering that TR5 is near to nil difference in team strength, more than half of the cards are too powerful.
I think the "standard level" for 50k ought to be a normal skill for the game or a very good skill for a drive.
Do you have concerns about any particular card(s)?
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Ian 'Double Skulls' Williams
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watch list
http://www.specialist-games.com/bloodbo ... IC_ID=3835
you'd only draw cards for tr 10 differences or higher, so 2 cards at that level. thanks narkotic, looking forward to some specifics.
http://www.specialist-games.com/bloodbo ... IC_ID=3835
you'd only draw cards for tr 10 differences or higher, so 2 cards at that level. thanks narkotic, looking forward to some specifics.
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ok, I went through the first half of the cards (up to Magic Items), will comment the rest later.
So before you jump on me, I know that it's far easier to criticise than to come up with something better. But for someone who dislikes cards, I think they are fun, even that I'd be more comfortable if you could draw one for each 10TR-difference instead of two.
My comments:
Get em - I'd rather see it changed to be usable only after the Kick off has been resolved, else it's too strong as you can bust a sideline cage or prevent a TD of non-Elf teams out of the blue.
Heckler - why two turns?
Hometown fans - make it usable only once
misplaced mine - don't like this at all, seems more like a senseless randomizer to hurt/prone opponents, not fun for either side IMHO
pit trap - make it not usable on the ball carrier
suitable pitch - don't like tinkering around with AV roll, why not adjust sprint? (sure feet vs. GFI with 3+)
Fanatic invasion - too whacky for my taste
Afterburners - he has to make an unmodified AG roll with ST afterwards, else he is KOed.
Punt - your turn ends afterwards regardless if any of your players has caught the ball or not.
So before you jump on me, I know that it's far easier to criticise than to come up with something better. But for someone who dislikes cards, I think they are fun, even that I'd be more comfortable if you could draw one for each 10TR-difference instead of two.
My comments:
Get em - I'd rather see it changed to be usable only after the Kick off has been resolved, else it's too strong as you can bust a sideline cage or prevent a TD of non-Elf teams out of the blue.
Heckler - why two turns?
Hometown fans - make it usable only once
misplaced mine - don't like this at all, seems more like a senseless randomizer to hurt/prone opponents, not fun for either side IMHO
pit trap - make it not usable on the ball carrier
suitable pitch - don't like tinkering around with AV roll, why not adjust sprint? (sure feet vs. GFI with 3+)
Fanatic invasion - too whacky for my taste
Afterburners - he has to make an unmodified AG roll with ST afterwards, else he is KOed.
Punt - your turn ends afterwards regardless if any of your players has caught the ball or not.
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Code: Select all
Get em - I'd rather see it changed to be usable only after the Kick off has been resolved, else it's too strong as you can bust a sideline cage or prevent a TD of non-Elf teams out of the blue.
Heckler - why two turns?
so it works on your turn to avoid block and works on their turn too, and making it either or is wordy, I could if it is really needed though.
i've never had the ball go out more than one time in a gameHometown fans - make it usable only once

i love random carnage, but i'll update the watch list to include this comment.misplaced mine - don't like this at all, seems more like a senseless randomizer to hurt/prone opponents, not fun for either side IMHO
surepit trap - make it not usable on the ball carrier
uh i don't understand, sorry (i'm slowsuitable pitch - don't like tinkering around with AV roll, why not adjust sprint? (sure feet vs. GFI with 3+)

but worth more than 50K?Fanatic invasion - too whacky for my taste
st?Afterburners - he has to make an unmodified AG roll with ST afterwards, else he is KOed.
i agree, thats why the card is played at end of turn, so i accounted for that one (good to know i'm doing something right!Punt - your turn ends afterwards regardless if any of your players has caught the ball or not

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suitable pitch - instead of chosing to have AV +/- 1 you could have the coach decide if sure feet applies to all players or GFIs work on a 3+
afterburners - ST roll to see if he has exhausted himself, you could do a 4+ roll to see if he has fallen KO as well, if that makes the wording easier.
about the value of the fanatic invasion - I don't know, as he plays for both sides. But as he has the price of Thrud, it should be fine (???) Thrud costs 50K to hire, doesn't it?
afterburners - ST roll to see if he has exhausted himself, you could do a 4+ roll to see if he has fallen KO as well, if that makes the wording easier.
about the value of the fanatic invasion - I don't know, as he plays for both sides. But as he has the price of Thrud, it should be fine (???) Thrud costs 50K to hire, doesn't it?
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I agree that +1 AV on all knockdowns is probably over the top for a 50k card. I should have mentioned something when it was changed (I think the original version had no choice and was -1 AV, which is powerful but not open to abuse.). The -1 AV version would be great for the 100k deck, because they desire to have cards that reduce injuries.
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it should be on the watch list, and i do agree, i think it is too good, (i try and listen to everything) so swap it with a 100k card, or change the effect to something like sure feet for all, or something maybe a little more meaningful? or put in a new card? I wouldn't mind adding some more of the secret weapon cards, but already have the fun ones, bombs, chainsaw, and a fanatic, in the cards.
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p.s. i'm going to take this suggestion and work something out, so soon this card will change, THANKS!!duff wrote:The fluff would be better fitted by giving a player any two of - shadow, passblock, tackle or stand firm. You may do this at any time in your opponent's turn. The skills last for the rest of their turn.

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