Kickoffs

Kickoffs

2D6 Result
2
Get The Ref Each team immediately receives one free Bribe Inducement. This Bribe must be used by the end of the game or it is lost.
3
Time-Out If the kicking team's turn marker is on turn 6, 7 or 8 for the half, both coaches move their turn marker back one space. Otherwise, both coaches move their turn marker forward one space.
4
Solid Defense D3+3 Open players on the kicking team may be moved and set-up again in different locations, following all of the usual restrictions for setting up a team.
5
High Kick One Open player on the receiving team may immediately be placed in the square the ball is going to land in.
6
Cheering Fans Both Coaches roll a D6 and add the number of Cheerleaders on their Team Roster. The first Block Action performed during the Coach with the highest roll's next Turn receives an additional Offensive Assist. If both Coaches roll the same, both will receive this benefit during their next Turn.
7
Brilliant Coaching Both Coaches roll a D6 and add the number of Assistant Coaches on their Team Roster. The Coach with the highest total, or both Coaches in the result of a tie, immediately gains a free Team Re-roll for the Drive ahead. If this free Team Re-roll has not been used by the end of the Drive, it is lost.
8
Changing Weather Immediately make a new roll on the Weather Table. If the new result is Perfect Conditions, the ball will Scatter (3) in the air before it lands.
9
Quick Snap The Coach of the receiving team selects up to D3 + 3 Open players on their team. The selected players may immediately move one square in any direction, even if this takes them into the opposition half.
10
Charge! The Coach of the kicking team selects up to D3 + 3 Open players on their team. The selected players may then be activated one at a time, exactly as if it was their team's Turn, and perform a free Move Action. One of the selected players may instead perform a free Blitz Action, one may perform a free Throw Team-mate Action, and one may perform a free Kick Team-mate Action. If a selected player Falls Over or is Knocked Down during their activation, no further selected players can be activated and the Charge ends.
11
Dodgy Snack Both Coaches roll a D6. The Coach that rolled the lowest, or both Coaches in the result of a tie, randomly selects one of their players on the pitch and rolls a D6. On a 2+, the player's pre-drive snack has not gone down well and for the duration of the Drive the player reduces their MA and AV by 1. On a 1, the player's pre-drive snack has violently disagreed with them; place the player in the Reserves box as they spend the rest of the Drive locked in the lavatory!
12
Pitch Invasion Coaches roll a D6 and add their Fan Factor. The Coach that rolled lowest, or both Coaches in the result of a tie, randomly selects D3 of their players on the pitch. The selected players are immediately Placed Prone and become Stunned.