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.
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 teams fan factor by 1 point permanently.
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.
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:
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.
You can use this card at any time to stop the referee awarding a penalty on your team.
You can use this card at any time to stop the referee awarding an Illegal Procedure penalty on your team.
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
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 players 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.
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.
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.
You can use this card in one of two ways:
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.
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.
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
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.
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 teams 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.
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.
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).
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!
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.
Play this card just before making an armor roll for an opposing player. One of your players soft calfskin gloves actually has sharpened spring-loaded steel rods stitched into the knuckles which means that the victim automatically fails their armor roll.
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 players 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.
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.
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).
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, youll 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!
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.
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.
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:
The player may not move on the turn he appears.
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.
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 teams coaching staff, squashing him flat! Place the opposing player in the reserves box. Then pick one of the opposing teams coaching staff models. Roll a dice to see what happens to the victim:
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:
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.
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 teams re-roll for the turn.
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.
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 cant 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.
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.
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).
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 refs 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.