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RUN

SPRINT Any player except G ant! "#ayer may move strai! t up to 2x is Movement Value in exes. 0ac ,-. turn counts as 1 movement.

STAND UP Any "n#c"e$ $#%n player Test: & Spee$ '() *( if Striker +( per opp. TH you are in (Max. -2) Stan$ Up ,a l!Not in! appens Stan$ Up !.ccee$!"#ayer stands up facin! at any direction. Stan$ Up $#./le!"#ayer stands up and !ets a Free $ction (any %ut Sprint).

THROW THE BALL Str "er! :ac"! 2an move 1 ex and turn free#y %efore t ro(in! (no 3as ). G.ar$! 9 Keeper

SLAM :ac"! 2an move 1 ex and turn free#y %efore s#ammin! (no 3as ). Str "er!

STEAL :ac"! 2an move 1 ex and turn free#y %efore stea#in! (no 3as ).

Any player "#ayer may move up to is Movement Value in exes. Turns are free. /iants must pay 2 points of movement to turn on t e spot.

2an Run and Dash %efore t ro(in!.

2an Run and Dash %efore s#ammin!.

2an Run and Dash %efore stea#in!.

2 oose tar!et: a #e!a# strike ex or any p#ayer t e t ro(er sees after movement. +f t e tar!et is a teammate) e must see t e t ro(er and %e different from /uard. May c oose knocked do(n opponent. H t an #pp#nentStandin! tar!et can Dodge if e !ee! t ro(er.

2 oose tar!et: 1 sin!#e standin! opponent in t reat 9one after movement. Test: & Stren0t3 '<) *( if /uard 4 &eeper *( /iant a!ainst non-/iant opponent. *( if moved +( per opp. TH you are in (Max. -2)) i!nore Tar!et*s TH SLAMBACK (Free re-action) Any player /.t Str "er % t3 Attac"er n 3 ! t3reat C#ne4 Test: & Stren0t3 '<) *( if /uard 4 &eeper *( /iant a!ainst non-/iant opponent. +( per opp. TH you are in (Max. -2)) i!nore $ttacker*s TH

2 oose tar!et: 1 sin!#e opponent carryin! t e %a##) #ocated in t reat 9one after movement.

"#ayer may need to Evade. "#ayer may Dash. "#ayer may need to Pick Up the Ball. /iants may Brush side opponents.

T ro(er is tryin! to: Sc#re a Str "e Test: ';) S" ll '() *( if Striker +( if moved 4 turned +( per opp. TH you are in (Max. -2) ;8 , D !t4 = (+& 3ex ;( , D !t4 = > 3ex Str "e ,a l!Scatter %a## from tar!et ex. 'us ends. Str "e !.ccee$!Score6 'us ends. +f 78 points scored: Make Fan 2 eck 2 eck 2 eer#eader Str "e $#./le!Score6 'us ends. Make Fan 2 eck. +f 78 points scored: Make extra Fan 2 eck 2 eck 2 eer#eader C3eerlea$er'eturn 2 eer#eader on space (it score marker to its Su%*s ;enc . +f 2 eer#eader (as from scorin! team: Make extra Fan 2 eck

Pa!! t# a tea11ateTar!et must !atch. Test: ';) S" ll 'B) *( if Striker +( if moved 4 turned +( per opp. TH you are in (Max. -2) ;& , D !t4 = (+& 3ex ;8 , D !t4 = >+? 3ex ;( , D !t4 = @+A 3ex CATCH (Free re-action) Test: ';) S" ll '() *( if Striker +( if &eeper +( per opp. TH you are in (Max. -2) ;Nr4 #, !.cce!!e! n Throw r#ll4 Catc3 ,a l!Scatter %a## from tar!et ex. 'us ends. Catc3 !.ccee$!Tar!et catc es t e %a##. Catc3 $#./le!Tar!et catc es t e %a## and !ets a Free Run or Throw action.

Tar!et can:

Test: & Spee$ '<) *( if Striker +( per opp. TH you are in (Max. -2)) i!nore Tar!et*s TH

DASH (add to move action) Any running #r sprinting player4

EVADE (part of movement) Any player 1#2 n0 #.t #, #pp#nent6! t3reat 3ex7 except G ant! 1#2 n0 #.t #, n#n+G ant6! 3ex4

PICK UP THE BALL (Free re-action) Any !tan$ n0 player player /.t G.ar$ 1#2 n0 #r /e n0 p.!3e$ nt# a 3ex c#nta n n0 t3e /all4 C.rrent act #n ! , n !3e$5 T e p#ayer must try to Pick Up the Ball. Test: & S" ll '() *( if Striker +( if &eeper +( if Sprinted +( per opp. TH you are in (Max. -2) P c" Up ,a l!T e %a## scatters. 'us ends. P c" Up !.ccee$!"#ayer picks up %a##. P c" Up $#./le!"#ayer picks up %a##. Free Run or Throw action.

Test: ';) S" ll '<) *( if Striker +( if moved 4 turned +( per opp. TH you are in (Max. -2) ;& , D !t4 = (+& 3ex ;8 , D !t4 = >+? 3ex ;( , D !t4 = @+A 3ex DODGE (Free re-action)
Standin! tar!et can Dodge if e !ee! t ro(er.

DODGE (Free re-action)

Any player

$fter movin! max. a##o(ance) state out #oud t e ex you*re intendin! to move to) or ex side you turn to ( en Sprintin!.

State out #oud t e ex you*re intendin! to move to.

Test: & Spee$ '<) *( if Striker +( per opp. TH you are in (Max. -2)) i!nore $ttacker*s TH

Test: & Spee$ '<) *( if Striker +( per opp. TH you are in (Max. -2)) i!nore T ro(er*s TH T3r#% % n!5oser is pus ed %ack and faces at previous ex. Scatter %a## from tar!et ex. 'us ends. T3r#% $#./le!5oser is pus ed %ack and knocked do(n. . 5oser c ecks armour. Scatter %a## from tar!et ex. 'us ends. Dra% 9 D#$0e % n!Scatter %a## from tar!et ex. 'us ends. D#$0e $#./le!3od!in! p#ayer may move 1 ex and face any direction (it out need to Evade. Scatter %a## from tar!et ex. 'us ends.

Dra%"#ayers face eac ot er. Sla1 9 Sla1/ac" % n!5oser is pus ed %ack and faces previous ex. :inner faces ex previous#y vacated %y tar!et p#ayer) or may fo##o( up and face at tar!et p#ayer. Sla1 9 Sla1/ac" $#./le!5oser is pus ed %ack and knocked do(n. :inner faces ex previous#y vacated %y tar!et p#ayer) or may fo##o( up and face at tar!et p#ayer. 5oser makes rmour !heck. +f e ad t e ;a## it (i## scatter. (/iants are Stead" a!ainst non-/iants.) Steal % n!Scatter %a## from tar!et p#ayer*s ex. Steal $#./le!Stea#in! p#ayer takes t e %a## from tar!et p#ayer. D#$0e % n!:inner may face at any direction. 5oser faces tar!et p#ayer. D#$0e $#./le!:inner may move 1 ex and face any direction (it out need to Evade . 5oser faces tar!et p#ayer or ex previous#y vacated %y dod!in! p#ayer. ARMOUR CHECK Any player "otentia# 3ama!e< 3ifference %et(een opposed ro##s. Test: & Ar1#.r '<) *( if /uard 4 &eeper *( /iant a!ainst non-/iant opponent. May add coac in! dice 3ama!e< "otentia# 3ama!e -Test resu#t '<) +f 3ama!e < 1-7: "#ayer to Sin ;in +f 3ama!e < =8: "#ayer ki##ed +f 3ama!e < 78: >pponent makes Fan 2 eck.

Test: & Spee$ '(8&) *( if Striker +( per opp. TH you are in (Max. -2)

Da!3 9 E2a$e ,a l!"#ayer fa##s over in t e tar!et ex. +f e (as carryin! t e %a##) it scatters and t e 'us ends. Da!3 9 E2a$e !.ccee$!"#ayer moves into t e ne( ex) or turns ,-. if dashed turn ( i#e sprinting.

BUD CARD ;uy a card from dra( deck. Num%er of cards (ritten on team*s roster < Max. num%er of %uys per 'us .

SUCKER PUNCH (type of S#am) G.ar$! 9 Keeper 2an Run and Dash %efore sucker punc in!. :ac"! 2an move 1 ex and turn free#y %efore punc in! (no 3as ).

STOMP (type of S#am) Any /.t Str "er May not move at a##. 2 oose tar!et: 1 knocked do(n opposin! p#ayer in stompin! p#ayer*s t reat 9one. >pposin! coac may ca## Fou#: 3urin! Stomp. Test: & Stren0t3 '<) *( if /uard 4 &eeper *( /iant a!ainst non-/iant opponent. +( per opp. TH you are in (Max. -2) Tar!et can: DODGE (Free re-action) Any player Test: & Spee$ '<) *( if Striker +( %ein! on t e f#oor +( per opp. TH you are in (Max. -2)) i!nore $ttacker*s TH Dra%7 St#1p % n! #r D#$0e % n!Stompin! p#ayer faces tar!et p#ayer. St#1p $#./le!Tar!et p#ayer makes rmour !heck. D#$0e $#./le!:inner may cra(# 1 ex (it out need to Evade. He remains on t e f#oor. 5oser faces ex previous#y vacated %y dod!in! p#ayer. +f Fou# (as ca##ed make Re# !heck at t e end of t e Stomp action.

DISTRACT THE REE (type of move action) Any player 2an Run$ Sprint and Dash as part of Distract the Re#. 3istractin! p#ayer must %e ad?acent to 'ef after movement. Test: & , xe$ >* '<) *( if /uard 4 &eeper REMAIN CALM T3e Re,

SNEAK (part of movement) Any player Move p#ayers onto t e pitc so as to ave @ or more p#ayers on t e pitc at t e same time. >pposin! coac may ca## Fou#: 3urin! any action you make) ( i#e avin! @ or more p#ayers on t e pitc . +f Fou# (as ca##ed make Re# !heck at t e end of t e action ( ere t e Fou# (as ca##ed. +f p#ayer is sent off c oose random p#ayer

BALL HOG

STALL (part of movement) Any player 0nd p#ayer*s action in opponent*s ye##o( entry ex or one of t e = exes surroundin! it. >pposin! coac may ca## Fou#: 3urin! any action you make) ( et er t e action (as spent on sta##in! p#ayer or not. +f Fou# (as ca##ed make Re# !heck at t e end of t e action ( ere t e Fou# (as ca##ed.

Any player Move p#ayers so t at no c#ear route exists %et(een any of your p#ayers on t e pitc and t e %a## or t e opposin! %a## carrier. >pposin! coac may ca## Fou#: 3urin! any of your actions ( ere fou# conditions are met. +f Fou# (as ca##ed make Re# !heck at t e end of t e action ( ere t e Fou# (as ca##ed. +f p#ayer is sent off c oose random p#ayer

2 oose tar!et: 1 sin!#e standin! opponent ( o*s front arc you are in. T en you move to is rear arc to Slam (it in t e same action. >pposin! coac may ca## Fou#: 3urin! Sucker Punch if move and S#am appened in one action. Test: & Stren0t3 '<) *( if /uard 4 &eeper *( /iant a!ainst non-/iant opponent. *( if moved +( per opp. TH you are in (Max. -2)) i!nore Tar!et*s TH Tar!et can: DODGE (Free re-action) Any player Test: & Spee$ '<) *( if Striker +( per opp. TH you are in (Max. -2)) i!nore $ttacker*s TH Dra%"#ayers face eac ot er. S.c"er P.nc3 % n!5oser is pus ed %ack and faces previous ex. :inner faces ex previous#y vacated %y tar!et p#ayer) or may fo##o( up and face at tar!et p#ayer. S.c"er P.nc3 $#./le!5oser is pus ed %ack and knocked do(n. :inner faces ex previous#y vacated %y tar!et p#ayer) or may fo##o( up and face at tar!et p#ayer. 5oser makes rmour !heck. D#$0e % n!:inner may face at any direction. 5oser faces tar!et p#ayer. D#$0e $#./le!:inner may move 1 ex and face any direction (it out need to Evade. 5oser faces tar!et p#ayer or ex previous#y vacated %y dod!in! p#ayer. +f Fou# (as ca##ed make Re# !heck.

Test: & , xe$ >* '<) +( per TH of p#ayers from distractin! team t e 'ef is in (Max. -2). +!nore distractin! p#ayer*s TH Dra% Dra% #r #r D D !tract !tract % % n!n!For For tt e e rest rest of of tt e e current 'us ) t current 'us ) t e e 'ef 'ef on#y ro##s dice a!ainst on#y ro##s dice a!ainst distractin! distractin! p#ayer. p#ayer. 'o## 'o## 'ef 'ef 2 2 eck eck (it out dice (it out dice for for tt e e 0ye a!ainst 0ye a!ainst distractin! p#ayer. distractin! p#ayer. D !tract $#./le!For t e rest of t e current 'us ) t e 'ef on#y ro##s dice a!ainst distractin! p#ayer. Re,eree % n!'o## 'ef 2 eck a!ainst distractin! p#ayer. Re,eree $#./le!3istractin! p#ayer is sent off for t e rest of t e matc .

REE CHECK

'o## ($? for t e 0ye. *($? if t e 'ef is (it in @ exes of t e p#ayer committin! t e Fou#. (+n case of Sneak and Ball %og t is can %e any opponent on t e pitc .) R#ll! #, >*No pena#ty. R#ll! #, (+&$dd resu#ts. S.1 = ( + & : "#ayer is sent to t e Sin ;in. S.1 = >*: "#ayer is sent off for t e rest of t e matc .

Any player % t3 DIRTD TRICKS a/ l ty Ase on#y once per matc . "#ayer must %e on pitc . May ca## Fou# a!ainst any opposed p#ayer on t e pitc . Make Re# !heck at t e end of t e action ( ere t e Fou# (as ca##ed.

PLADER ABILITIES &?B VISION Any player :ac" #r Str "er No rear arc. , T reat Hexes. KEEPER 81d, to catc inaccurate pass. May immediate#y turn to face opponent t at moves ad?acent. G.ar$ Ne( ro#e < &eeper < /uard (it $rmour 78) May pick up or catc %a## (it -1d,. May use "unt action. Ne( t ro( distances: 1-= ex: 7d,) B-C ex: 2d,) D-12 ex: 1d,. No %onus points on Strikes. May re-ro## 1d, once per 'us . May use Feint action. TELEPORT (type of movement) PACIEIST Any player Terat#n Any Player >nce per matc per p#ayer. Max. once per team per turn. May decide to fa## do(n at end of is movement and ca## a Fou# a!ainst one ad?acent p#ayer. May take a dive on t e ex (it t e %a## (it out causin! turnover. May %e used instead of 'un. "#ace p#ayer on an empty ex %et(een 1 and = exes a(ay. No 0vade) no 3as ) no 'unnin! +nterference. : en S#ammed in rear arc 1.!t Te#eport to an empty ex %et(een 1 and = exes a(ay. No 0vade) no 3as ) no 'unnin! +nterference. S#am is not reso#ved.

TAKING A DIVE

:ac" #r Str "er

ALERT

Any player

LONG ARMS

:.$%an Any player

BACKELIP

Any player Any player :ac" #r G.ar$ 9 Keeper Any player Any player Any player GUICK RECOVERD REALD LUCKD No Fou#s may %e ca##ed a!ainst a p#ayer (it t is a%i#ity except if e performed an action usin! a Team $ction Token) in ( ic case max. 1 Fou# may %e ca##ed. Try to avoid a p#ayer %ein! sent off %y t e 'eferee %y c oosin! #ne of t e fo##o(in!) /e,#re 'ef 2 eck is ro##ed: I4 Test: & , xe$ &* '<) 'educe t e num%er of turns t e p#ayer is sent off %y (G). II4 2 oose p#ayer (it t is a%i#ity (it in 7 exes of accused p#ayer. 'o## 'ef 2 eck. $dd 1 to t e num%er of turns t is p#ayer is sent off. (May not %e avoided %y usin! &t 'asn(t Me) May use Eump action. Any player Any player % t3 LUCKD :ac" #r Str "er 81 success on $rmour 2 eck. : en stompin!) may move and !et %onuses #ike on S#am. 81 dice to any 3od!e attempt. LUCKD MISDIRECT Any player :ac" #r Str "er

DOES THIS HURTH

DUCK F WEAVE ERAGILE GRIIILED

GUICK CHANGE ARTIST

R#/#t! Any player >n 1-7 dama!e reduce to 1. COMIN6 THROUGH : en stomped) norma# 3od!e success automatica##y dou%#es. $##o(s to perform a 'un action (it t(o p#ayers (it t is a%i#ity ( en usin! a Team $ction Token. DIRTD TRICKS

MVP ABILITIES Any player >nce per matc may ca## Fou# a!ainst any p#ayer. >nce per 'us if team is #osin! may perform 'unnin! +nterference. -2 to opp. in T reat Fones. Max. pena#ty to opponent is -7. Fai#ed evades a(ay from p#ayer don*t move at a##. May a#(ays S#am%ack a!ainst attacks) usin! attackers %asic num%er of dice (%efore coac in! dice) and its tar!et num%er. 'o## 1d, %efore matc . >n 1 dep#oy as Striker: Moves #ike Eack) $rmour B8) No /4S %onuses) (re-)acts as Striker) may S#am%ack. >t er respects as /uard. T e p#ayer*s T reat Hexes a#(ays modify test ro##s as if e (as an additiona# opposin! mode#.

ROLL

Any player

RUNAROUND

Any player

EVEN THE ODDS

:ac"

IT WASN6t ME

Any player

RUNNING INTEREERENCE

:ac" % t3#.t /all :ac" #r Str "er -1d, on Strikes. Make Fan c eck on a## successfu# Strikes. May 3as as part of any action t at a##o(s to move 1 ex. 2annot %e knocked do(n ( en s#ammed. Sti## c ecks armour. 81d, to any 3as attempt.

GOTCHA5

Any player

SHOW OEE

MIND LIKE WATER

Any player

SLIDE

:ac"

STEADD

:ac" #r G.ar$ 9 Keeper Any player

PRIMA DONNA

G.ar$

STRETCH :.1p :ac" #r Str "er

THREATENING

Any player

TRANSEORM ($%i#ity action) Any player % t3 GUICK CHANGE ARTIST a/ l ty May a#so %e performed ( en knocked do(n. Test: & , xe$ >* '() Tran!,#r1 ,a l!Not in! appens Tran!,#r1 !.ccee$! "#ayer c an!es ro#e: Eack /uard4&eeper Eack Striker /uard4&eeper Eack Striker Eack Tran!,#r1 $#./le!"#ayer c an!es to any avai#a%#e ro#e.

BRUSH ASIDE ("art of movement) G ant /iant movin! into a space containin! a standin! non-/iant opponent. May not %e used - ( en fo##o(in! up. - if %ot exes moved onto are o%structed. - if t ere*s no ex to %rus opponent onto. - to move t e 'ef. Test: & Stren0t3 '(8&) *( /uard +( if %rus in! aside a /uard Br.!3 A! $e ,a l!$ction ends. >%structin! mode# faces /iant. Br.!3 A! $e !.ccee$!>%structin! mode# is pus ed %ack. ;rus in! mode# must fo##o( up. Br.!3 A! $e $#./le!>%structin! mode# is pus ed %ack and knocked do(n. No $rmour 2 eck6 ;rus in! mode# must fo##o( up.

EEINT ($%i#ity action) Str "er! % t3 MISDIRECT a/ l ty 2an Run and Dash %efore makin! a +eint. :ac"! % t3 MISDIRECT a/ l ty 2an move 1 ex and turn free#y %efore makin! +eint (no 3as ).

LAUNCHED BALL HITS PLADER May on#y it a p#ayer on a 3; 5o!o or after ro##in! a , and %ounce Treat a! a /all t3r#%n at a player4 (May not %e cau! t) Test: ';) , xe$ >* '<) ;? if it on (!t ex ;J if it on 8n$ ex ;> if it on &r$ ex ;& if it on >t3 ex ;8 if it on Jt3 ex ;( if it on ?t3 ex DODGE (Free re-action) Standin! p#ayer can Dodge if e is facin! t e direction t e %a## came from. Test: & Spee$ '<) *( if Striker +( per opp. TH you are in (Max. -2)) i!nore T ro(er*s TH La.nc3 % n!"#ayer is pus ed %ack and faces at previous ex. Scatter %a## from tar!et ex. La.nc3 $#./le!"#ayer is pus ed %ack) knocked do(n and c ecks armour. Scatter %a## from tar!et ex. Dra% 9 D#$0e % n!Scatter %a## from tar!et ex. D#$0e $#./le!3od!in! p#ayer may move 1 ex and face any direction (it out need to Evade. Scatter %a## from tar!et ex.

USE COACHING STAEE (Free action) C#ac3 n0 Sta,, May %e used at start of 'us . 2oac es can %e used mu#tip#e times per !ame. Max. 1 2oac per 'us . 2 oose "#ay O,,en! 2e Play Test: & , xe$ J* '() *( >ffensive 2oac O,,en! 2e Play ,a l!No effect. O,,en! 2e Play !.ccee$!>ne p#ayer may use 7 $ction Tokens t is 'us . De,en! 2e Play Test: & , xe$ J* '() *( 3efensive 2oac De,en! 2e Play ,a l!No effect. De,en! 2e Play !.ccee$!81 2oac in! 3ice for use in opponent*s next 'us . May on#y %e used for Slam*acks and Dodges. 3iscard dice at end of opponent*s next 'us . De,en! 2e Play $#./le!82 2oac in! 3ice for use in opponent*s next 'us . May on#y %e used for Slam*acks and Dodges. 3iscard dice at end of opponent*s next 'us . S.pp#rt Play Test: & , xe$ J* '() *( Support 2oac S.pp#rt Play ,a l!No effect. S.pp#rt Play !.ccee$!2oose one: - "#ace 1 2 eer#eader from Su%*s ;enc on empty score fie#d) or - Move 1 2 eer#eader from score track to an empty score fie#d. S.pp#rt Play !.ccee$!2oose t(ice: - "#ace 1 2 eer#eader from Su%*s ;enc on empty score fie#d) or - Move 1 2 eer#eader from score track to an empty score fie#d.

2 oose tar!et: 1 sin!#e standin! opponent in p#ayer*s t reat 9one after movement. Test: & Spee$ '<) *( if Eud(an *( if p#ayer %e!an it*s action ad?acent to t e tar!et +( per opp. TH you are in (Max. -2)) i!nore Tar!et*s TH. Tar!et can: SLAMBACK (Free re-action) Any player /.t Str "er % t3 Attac"er n 3 ! t3reat C#ne4 Test: & Stren0t3 '<) *( if /uard 4 &eeper *( /iant a!ainst non-/iant opponent. +( per opp. TH you are in (Max. -2)) i!nore $ttacker*s TH DODGE (Free re-action)

Any player

:UMP ($%i#ity action) (part of movement) Any player % t3 :UMP a/ l ty May ?ump over a standin! or knocked do(n mode#. 2osts 2 exes of movement. May dash . 3oes not need to evade ( en )umping. Test: & Spee$ '(8&) *( if Striker +( per opp. TH you are in (Max. -2) :.1p ,a l!"#ayer fa##s over in t e ex e (as movin! to. $ction ends. +f e (as carryin! t e %a##) it scatters and t e 'us ends. :.1p !.ccee$!"#ayer moves into tar!et ex and may face any direction.

Test: & Spee$ '<) *( if Striker +( per opp. TH you are in (Max. -2)) i!nore $ttacker*s TH

Dra%"#ayers face eac ot er. Ee nt % n!:inner c ooses facin! of %ot p#ayers. Ee nt $#./le!:inner may move #oser 1 ex in any direction (it out need to Evade. :inner c ooses facin! of %ot p#ayers. Sla1 9 Sla1/ac" % n!5oser is pus ed %ack and faces previous ex. :inner faces ex previous#y vacated %y tar!et p#ayer) or may fo##o( up and face at tar!et p#ayer. Sla1 9 Sla1/ac" $#./le!5oser is pus ed %ack and knocked do(n. :inner faces ex previous#y vacated %y tar!et p#ayer) or may fo##o( up and face at tar!et p#ayer. 5oser makes rmour !heck. D#$0e % n!:inner may face at any direction. 5oser faces tar!et p#ayer. D#$0e $#./le!:inner may move 1 ex and face any direction (it out need to Evade. 5oser faces tar!et p#ayer or ex previous#y vacated %y dod!in! p#ayer.

PUNT ($%i#ity action) Any Keeper "#ace %a## any( ere on pitc . May not %e cau! t %y p#ayer. Scatter %a## t(ice. 'us ends.

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