The player is always ravenously hungry - and what's more he'll eat
absolutely anything! Should a player with this skill ever use the Throw Team-Mate
skill, roll a D6 after he picks the player to be thrown up, but before he throws
them. On a roll of 1 he attempts to eat the unfortunate player! Roll the D6
again, a second 1 means that he successfully scoffs the other player down, with obviously
fatal results for the latter. On a roll of 2-6 the other player squirms free and
should be placed prone in a randomly selected adjacent square (if the square is occupied
then the original occupant is pushed back and knocked over).
Roll a D6 before taking an action for a player with this skill.
On a roll of 1 they are standing around trying to remember what it is they're meant to be
doing. As a consequence of this, the team suffers a Turnover.
Chivilrous players follow a strict code of honour, and this does not
allow them to kick a player when he is down. Thus, Chivilrous players may not
perform foul actions, nor may they assist in foul actions.
Off For A Bite
Roll a D6 for *each* player with this skill each time you want to set
them up on the pitch. On a roll of 4-6 they can be set up normally, but on a roll of
1-3 they've popped into the crowd to bite the lily-white neck of an attractive maiden (and
who can blame them!), and can't be used this drive.
This is treated in exactly the same way as the Bone-Head
skill, except that the player can't do anything on a roll of 1-3 instead of only a '1'.
However, if there is a friendly player in an adjacent square who is not either a
Bone-Head or Really Stupid too (i.e. if there's a sneaky Goblin next to the Troll), treat
the Troll as a Bone-Headed rather than really stupid!
Roll a D6 for the player before the match starts. On a roll of 1
the player is slumbering in a wood somewhere and misses the match all together! On a
roll of 2-3 the player misses a half, roll again at half-time. On a 4-6 the player
makes to the game on time.
A player with this skill tends to get a bit, erm, carried away during a
match, and rather lets his natural enthusiasm overcome him. Wild animals must take
their actions first of all during a turn and must make a 2+ roll; if you take an action
with wild animal after having moved a player that is not a Wild Animal, then your opponent
call you for illegal procedure exactly as if you had forgotten to move the turn marker.
On a roll of '1' he goes berserk. Berserk players immediately drop the ball if they
have it, which causes a turnover at the *end* of their action. The berserk player
will then attempt to block the nearest player friend or foe - attacking them as if he were
making a frenzied blitz move (i.e. he keeps blocking until the victim goes down or he runs
out of movement). The beserk player must take an opponent down result as long as
that result does not cause the berserking player to go down himself. The berserk
player will always go for an opposing player if there's a choice, but otherwise decide
randomly who he goes for. The berserk move DOES count as the team's blitz action,
with the exception that it can be made even if another Wild Animal from the team has
already gone berserk and blitzed. Berserk wild animals do have to go for it in order
to try and knock their victim over! In addition, the berserk player must use any
skills that modify the armor and/or injury roll.
When handling more than one Wild Animal on the same team, the order of
movement is as follows:
- Roll for each Wild Animal player to see if they go berserk.
- Move all berserk players following the rules above, but in any order chosen by the Wild
Animal coach. Any turnovers caused by any of the berserk players will take effect
once all berserk players have finished their moves.
- Move all non-berserk Wild Animal players.
- Move any remaining non-Wild Animal players.
If a Skeleton is killed by a player with Woof Woof it may not
regenerate, and the player is placed in reserves box for the remainder of the match.
If a Treeman is on the pitch, roll D6 before taking an action with this
player. On a 1, the player moves towards the Treeman. If the player is
adjacent to a Treeman, roll a D6. On a 1, the player may take no further action that turn.
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