Stades
Stadium
| D6 | Random stadium | 
|---|---|
| 2-3 | Unusual Playing Surface | 
| 4-5 | Rough & Ready Stadium | 
| 6-8 | Classic | 
| 9-10 | Luxury Stadium | 
| 11-12 | Local Crowd | 
| D6 | Unusual Playing Surface | 
|---|---|
| 1 | Ankle-deep Water
                                            If a player is Knocked Down 
while Going For It or Dodging, subtract 1 from the 
Armor Roll. In addition, when a player recovers from 
being Stunned, roll a D6. On a 1, they remain 
Stunned for another turn.
 | 
| 2 | Sloping Pitch
                                            At the start of each drive, randomize 
towards which team’s End Zone the pitch is sloping. 
At half-time, the teams change sides and the pitch 
slopes the opposite way. Whenever the ball 
bounces, do not use the Scatter template, instead 
use the Throw-in template oriented directly down the 
slope. In addition, players can Go For It one 
additional time, as long as it takes them downwards. | 
| 3 | Ice
                                            After the ball bounces, it moves one more 
square in the same direction. Also, whenever a 
player is Knocked Down, they slide one square in a 
random direction. If they would slide into an 
occupied square, they do not move. If they slide off 
the pitch, make an Injury roll as normal. If they slide 
into the square with the ball, the ball bounces.
 | 
| 4 | Astrogranite
                                            Add 1 to all Armour rolls. If a player 
fails, roll a D6. On a 4+, the player stays standing 
and there is no turnover, but they cannot attempt to 
Go For It again this Action.
 | 
| 5 | Uneven Footing
                                            All players have -1 MA (to a 
minimum of 3). However, players can Go For It one 
more time than normal.
 | 
| 6 | Solid Stone
                                            If the ball bounces into an unoccupied 
square, it will bounce one more time. In addition, 
add 1 to all Injury rolls.
 | 
| D6 | Rough & Ready Stadium | 
|---|---|
| 1 | Apathetic Officials
                                            Each team gets a bonus Bribe 
in each half of the game.
 | 
| 2 | Appalling Stands
                                            If a player moves into a 
Trapdoor square (voluntarily or otherwise), they are 
counted as having been pushed into the crowd. If 
the ball bounces into a Trapdoor square, it scatters 
D6 in a random direction. | 
| 3 | Uncovered Trapdoors
                                            If a player moves into a 
Trapdoor square (voluntarily or otherwise), they are 
counted as having been pushed into the crowd. If 
the ball bounces into a Trapdoor square, it scatters 
D6 in a random direction. | 
| 4 | Unclear Markings
                                            The kicking team can choose to 
move the line of scrimmage can be moved one 
square forward or back. This creates a temporary 
halfway line for setting up both teams this kick-off 
and is also used for the purposes of touchback. In 
addition, the limit of two players per wide zone 
during setup does not apply for either team | 
| 5 | Desperate for Exposure
                                            Each team receives an 
additional D6 x 10’000 after the match (both teams 
receive the same amount).
 | 
| 6 | Poorly Built Dungeons
                                            At the start of a drive, 
players that has been sent off return on a 5+.
 | 
| D6 | Luxury Stadium | 
|---|---|
| 1 | Integrated Merchandise Stalls
                                            Each coach add 
an extra D3 x 10’000 to their total winnings. | 
| 2 | Reputation for Spectacle
                                            Each coach receives an 
extra 2D6 x 10’000 for inducements (the same 
amount goes to both teams).
 | 
| 3 | Broadcast Studio
                                            Star Players are 50’000 cheaper 
(minimum 10’000). Add 3 to the result of each 
coach’s dice roll when determining changes to Fan 
Factor. | 
| 4 | On-site Apothecaries
                                            Each team receives +1 
Apothecary (or a re-roll if the team is forbidden from 
using an Apothecary).
 | 
| 5 | Enclosed Pitch
                                            Each team receives +1 
Apothecary (or a re-roll if the team is forbidden from 
using an Apothecary).
 | 
| 6 | Deluxe Seating
                                            At the start of each drive after the 
first, each coach rolls a D3 and adds their FAME. If 
the result is higher than the number of team re-rolls 
they currently have, they gain a bonus team re-roll.
 | 
| D6 | Local Crowd | 
|---|---|
| 1 | Ale-fuelled Maniacs
                                             Before rolling on the Kick-off 
table, roll a D6. If the result is a 1 (for the first half) 
or 1-2 (for the second half), do not roll on the 
Kick-off table. Instead, roll another D6: 1= Get the 
ref, 2-3 = Time-Out, 4-5 = Officious Ref, 6 = Pitch 
Invasion | 
| 2 | Boisterous Rabble
                                            Each coach gets +1 Fan factor
(maximum 2). Add +1 to Injury rolls when a player is 
pushed into the crowd. | 
| 3 | Know-it-all Hecklers
                                            . If a player is fouled off the 
pitch and the fouling player is not sent off as a 
result, roll a D6. On a 1-3, the player is sent off as 
though they had rolled a double on the Armour roll 
or Injury roll. | 
| 4 | Bunch of Pacifists
                                             If a player is Stunned, Knocked 
Out or Injured by a result of the Kick-off table, roll a 
D6. On a 4+, the result is ignored. If a player is 
pushed into the crowd, on a 4+ they are placed 
straight into their Reserves box. | 
| 5 | Fair Weather Fans
                                            At the start of each drive after 
the first, roll a D6. On 1-2, a large number of fans 
have left. Each player’s FAME is reduced by 1 - this 
can take it into negative figures (team’s winning at 
the end of the match cannot go below 0). In 
addition, if the ball leaves play, roll a D6 subtracting 
1 for each time a large number of fans have left. On 
a 4+, the ball is thrown back as normal. Otherwise it 
is not thrown back in until the end of the next turn 
(from the square it left play).
 | 
| 6 | Solemn and Silent
                                            A large number of fans have left. Cheerleaders are reduces to 0 for each team during this game. In addition, if a player is pushed outside the pitch, he is considered prone in an adjacent square. |