Kickoffs

Kickoffs

2D6 Result
2
Get The Ref Each Team gets a free bribe Inducement as described on page 91. This Inducement must be used before 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 player on the kicking team may be removed and setup again in different locations, following all of the usual set-up rules.
5
High Kick One open player on the receiving team may be moved any number of squares, regardless of their MA, and placed in the same square the ball will land in.
6
Cheering Fans Both Coaches roll a D6 and add the number of cheerleaders on their Team Draft list. The coach with the highest total may immediately roll once on the Prayers of Nuffle table, in the case of a tie, neither coach rolls on the Prayers of Nuffle table. Note that if you roll a result that is currently in effect, you must re-roll it. However, if you roll a result that has been rolled previously but has since expired, there is no need to re-roll.
7
Brilliant Coaching Both coaches roll a D6 and add the number of assistant coaches on their Team Draft list. The coach with the highest total gains one extra team re-roll for the drive ahead. If this team re-roll is not used before the end of this drive, it is lost. In the case of a tie, neither coach gains an extra re-roll.
8
Changing Weather Make a new roll on the Weather table and apply result. If the weather conditions are "Perfect Conditions" as a result of this roll, the ball will scatter, as described on page 25, before landing.
9
Quick Snap D3+3 Open players on the receiving team may immediately move one square in any direction.
10
Blitz D3+3 Open players on the kicking team may immediately activate to perform a Move action. One may perform a Blitz action and one may perform a Throw Team-mate action. If a player Falls over or is Knocked Down, no further players can be activated and the Blitz ends immediately.
11
Officious Ref Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects one of their players from among those on the pitch, in the case of a tie, both coaches randomly select a player. Roll a D6 for the selected player(s), On a roll of 2+, the player and the referee argue and come to blows, The player is Placed Prone and becomes Stunned. On a roll of 1 however, the player is immediately Sent-Off.
12
Pitch Invasion Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects D3 of their players from among those on the pitch, in the case of a tie, both coaches randomly select D3 players from among those on the pitch. Roll a D6 for the selected player(s), All of the randomly selected players are placed prone and become stunned.

Prayers to Nuffle

D16 Result
1
Treacherous Trapdoor Until the end of the half, any player who lands on a Trapdoor rolls 1D6. On 1, he is considered pushed into the Public. If he was carrying the ball, it bounce
2
Friends with the Ref Until the end of the Phase, argue results are treated as 2-4 and 5-6 instead of 2-5 and 6.
3
Stiletto Randomly select one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this drive, that player gains the Stab trait.
4
Iron Man Choose one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this game, that player improves their AV by 1, to a maximum of 11+.
5
Knuckle Dusters Choose one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this drive, that player gains the Mighty Blow (+1) skill.
6
Bad Habits Randomly select D3 opposition players that are available to play during this drive and do not have the Loner (X+) trait. Until the end of this drive, those players gain the Loner (2+) trait.
7
Greasy Cleats Randomly select one opposition player that is available to play during this drive. That player has had their boots tampered with! until the end of this drive, their MA is reduced by 1.
8
Blessed Statue of Nuffle Choose one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this game, that player gains the Pro skill.
9*
Moles under the Pitch Until the end of this half, apply a -1 modifier every time any player attempts to Rush an extra square (-2 should it occour that both coaches have rolled this result).
10*
Perfect Passing Until the end of this game, any player on your team that makes a completion earns 2 SPP, rather than the usual 1 SPP.
11*
Fan Interaction Until the end of this drive, if a player on your team causes a Casualty by pushing an opponent into the crowd, that player will earn 2 SPP exactly as if they had caused a Casualty by performing a Block action.
12*
Necessary Violence Until the end of this drive, any player on your team that causes a Casualty earns 3 SPP, rather than the usual 2 SPP.
13*
Fouling Frenzy Until the end of this drive, any player on your team that causes a Casualty with a Foul action earns 2 SPP exaclty as if they had caused a Casualty by performing a Block action.
14*
Throw a Rock Until the end of this drive, should an opposition player Stall, at the end of their team turn you may roll a D6. On a roll of 5+, an angry fan throws a rock at that player. The player is immediately Knocked Down.
15*
Under Scrutiny Until the end of this half, any player on the opposing team that commits a Foul action is automatically seen by the referee, even if a natural double is not rolled.
16*
Intensive Training Randomly select one player on your team that is available to play during this drive and that does not have the Loner (X+) trait. Until the end of this game, that player gains a Single Primary skill of choice.
* In tournaments only the first 8 lines are used: replace the D16 with a D8.