Random Events

1. Demo Game (gain d6x10K gc after match)

2. Will (as above)

3. Bad Habits (opponent loses 1 team reroll)

4. Bad Habits

5. Inspiration ( chosen player gains MVP before match)

6. Extra Training (extra team reroll, or buy new reroll at normal cost)

7. Extra Training

8. Extra Training

9. Injured in Practice (random opponent player seriously injured before match)

10. The Big match (both players get +3 to FF roll and roll two dice for winnings at the end of game)

11. Biased Referee (ref does not penalize you on a 4+ on d6, and automatically sends opponents with secret weapons out,cancelled if 'get the ref')

12. Charity Match (play during FF roll, gain +1 FF in addition to roll)

13. The Chuck (gain d3 used team rerolls back)

14. Press-Gang (random opponent player captured 1-2:back at halftime; 3-4:back after match; 5-6:must miss this and next match)

15. Heroic Effort (instead of rolling injury, ignore and place/keep player standing; at the end of drive roll d6+6 for injury)

16. Unsportsmanlike Conduct (opposing player who just scored TD is ejected)

17. That Makes Me Mad!! (fouling player is knocked over and target player stands up)

18. Inspired Play (all actions of a single player are successful for the turn)

19. Large Donation (either team donates all winnings to charity and recieves +1 FF)

20. That Boy's Got Talent! (if ball is thrown in, rock thrown, or fans invade, gain new player from team list for free)

21. Burst Ball (stop play immediatly and rekick)

22. Heroic Leap (player may take a leap as if he had the leap skill)

23. Away Fans Banned! (opponent has FF of 0 for the match, gate remains normal)

24. Hall of Fame (play before match and gain +1 FF)

25. Blitzkrieg! (allows 2 blitz actions on a turn)

26. Snack Break (opposing player loses tackle zone until end of turn if 1 or 2 squares from sideline)

27. Get'em Lads! (play if your player is seriously injured or worse; all your players get +1 ST and mighty blow until the end of your next turn)

28. Crazy Referee! (opponent's FF is dropped to 0 for the rest of the match, but can only be used if 'Get the Ref' is rolled at kickoff)

29. Half Time Team Talk (play at halftime, gain d3 extra team rerolls for the second half)

30. Is It a TD? (gain a free blitz action if opponent scores a TD, TD is not recognized until blitz is taken)

31. Flu Bug (play before match; d3 random opposing players must miss the match)

32. This Will Hurt a Bit (move KO'd, badly hurt, or seriously injured player back to reserves box)

33. I Am the Greatest! (after TD, pick 2 players on opposing team, who will not take the field together for the rest of the game.)

34. Player Strike (play before match, opponent must pay 2d6x10K gc or all his treasury, whichever is more)

35. Duh, Where am I? (if opposing player is knocked over but makes AV roll, he will play for your team instead for the rest of the drive)

36. A Better Offer (pick a member of the opponent's coaching staff, who will leave unless paid hiring cost + d6x10K gc)

37. Bankruptcy! (play after match, opponent loses all winnings and anything he has in his treasury)

38. Number 1 With a Bullet! (gain an extra 10K gc for each 10K fans that show up for the match at the end of the game.)

39. Under Scrutiny (opponent may not make fouls or use secret weapons during the match. play any time)

40. Merchandising (play after match, gain 10K gc for every point of FF you have)

41. Woof Woof! (if ball is on ground, you may move it 2d6 squares, it may not leave field or enter an occupied square. scatter 1 square at end)

42. It Wasn't Me! (random opposing player must miss the rest of match and go to jail, where he stays until opponent pays 50k bail bond)

43. Doom and Gloom (opponent may not use team rerolls for the rest of the half)

44. Special Offer (buy player at 1/2 price or buy Star Player at the end of match)

45. Peaked! (pick player on opposing team to be immediately peaked. )

46. Lost! (opponents get lost en route to match...all opposing players roll d6, all who roll 1 miss the first drive of the game)

47. Minotaur Patty (play when opponent enters any square on field, opponent must make AG roll or fall over)

48. Copyright Violation! (play at the end of the game, when teams are rolling for winnings. Your team sues the opponent's team for infringement of intellectual property. the opponent must roll a d6: 1. lose your ass, give all winnings and treasury to other player; 2. lose case give all winnings to other player; 3-4. settled out of court, give 1/2 winnings(round up) to other player; 5. thrown out of court, no effect; 6. win countersuit, other player gives you winnings)

49. Extra Training

50. Stadium Renovation (play at the start of the match, if the game was set to be held at either team's home stadium, it must be moved to a neutral field, as the stadium in question is getting new seating added, but the field in question gains +1 home FF permanently)

51. Racial Disharmony (play at the start of the match, the opposing team's allies are tired of being treated as second-class by the majority of the team's players, roll a d6 for each, and on a 1, will refuse to play this match)

52. Einstien (play any time, the stupid or wild player has a stroke of intellect and may automatically act. Also, you may ignore an illegal procedure if you move a player with a negative skill out of order.)

53. Einstien

54. the Big Game

55. Groupie (play at the start of the match, one of your players has found a particularly persistent female admirer, who is so taken that she decides to stay with the team permanently! Add a cheerleader)

56. Promotion! (play at the start of the match, one of the opposing team's assistant coaches got offered a head coaching job on a rival team, your opponent must lose 1 assistant coach)

57. Demo Game

58. That Boys Got (some) Talent! (play like the similar card, but the new player must be a basic lineman)

59. Bad Laces (play any time, a selected player of your opponent's team loses one of his cleats, and may not sprint this turn)

60. Extra Training

61. Tell-All Book (play at the start of the match) One of the opposing team's coaching staff reveals a little to much to the press...team must show player their special play cards, and whenever it tries to use a team reroll during the first half, must roll a 4-6 to do so...the team readjusts during halftime

62. Specific Thing: (play any time) you may use this card at any time to either negate an opponent's tackle zone, or prevent an opposing player from taking an action for the turn, but you must make up a reason tailored to the specific player.

63. Throw A Rock! (play at any kickoff)  you may either use this card to force a 'throw a rock' roll, or you can use it to automatically win a 'throw a rock' roll if it's rolled at kickoff.

64. Charity Match

65. Extra Training

66. Hall of Fame

67. New Procedure  Your coach was contacted by a new surgeon with a special procedure.  Nominate a player on your team with a niggling injury and roll a D6.  On a 1-3 the procedure was a failure and the player must miss the next game.  On a 4-6 the surgury was a success, the player still misses the game, but loses his injury.

68. Instant Replay! (play any time) forces the opposing team to reroll a die (not use a team reroll)

69. Half Time Team Talk

70. Hangover! (play at the start of the match) one of the opposing team members hit the bottle too much the night before.  The player plays the game with Bone-head skill for the first half (if already bone-headed, becomes really stupid.. if really stupid, no effect... if Wild Animal, he moves in order with Bone-head, but still makes WA roll when he moves)

71. Knocking Coffin (play at the end of the match) One player from your team that died during the match turns out in fact not to have died at all, but rather to ahve been in a coma. While being buried, he realizes his predicament, and frantically bangs on his coffin lid. After being let out, he rejoins your team. He must miss the next match while he recovers fully, tho you may use your apothecary to allow him to play in the next game.

72. Player of the Month (play at the start of the match) One random player on your team recieves the prestigious 'player of the month' award from SPLAT! magazine. He immediately gains 2 MVP awards.

73. Special Trainer (play at the start of the match) Your players are trained by a retired pro who teaches them many new tricks. You may buy a new RR for only 30k, but you must pay it immediately.

74. Apothecary Convention (play at the start of the match) Your apothecary attends a convention. His newfound knowledge allows him to use his abilities twice during this match.

75. Spikey Bat Day! As a promotion for this game, the stadium has passed out authentic (real) Spikey Bats to all the fans.  Play at the start of the match, and for the rest of the game players pushed off the pitch or get the pitch invasion or throw a rock..or in this case...spikey bat roll their injury as if they were hit with mighty blow.

76. Da Sneaky Git  Your coach is approached by a shady individual who makes an offer based on his favorite player on your team.  Roll randomly to determine player (before niggle rolls).  If that player can earn a minimum of a D6-1 spp during the game, not including MVP.  Your team wins an extra D3 to your winnings.

77. I've Got my Eye on You!: (play any time) The ref has some form of vendetta against the opposing team...fouls cause ejection on any roll that is NOT doubles...and secret weapons automatically fail their penalty rolls for the rest of the game...is negated if 'get the ref' is rolled.

78. Big Game

79. Halftime Team Talk

80. C'mon Already! (play any time the opposing coach elects to do something else when able to walk in a TD with no rolls needed)...fans get impatient at the teams stalling, and pelt the ball carrier with a rock..make an injury roll immediately.

81. I'll Take That! (play any time opposing team has a player with the ball adjacent to another player from same team, before a hand off is taken) One of the opposing players gets a little glory-hungry, and swipes the ball from the ball carrier...you may force a hand off (the hand off for the turn) immediately.

82. Epidemic (must be played) There is a  big plague going on.  Roll a D6 to determine number of sick players.  Both coaches roll off a D6 for each number rolled.  The loser of the roll must lose one random player for the match.  i.e. Your roll a three, the opponents each roll off three times, each time the loser randomly determines a player from his roster to miss this match.

83. Minotaur patty

84. BIG GRUDGE MATCH Play as the grudge match, but both teams may foul multiple times instead of just one.

85. Random Ball  There is a mixup in the ball shipment, therefore roll for a random type ball at each kickoff.

86. Goblin Fan Club  Your team has picked up the local goblin fan club for the match.  as a result you add a D3 to any fan factor rolls during the game.

87. The Big Game

88. Einstein

89. Audit  Your opponent gets audited after the game.  Not to say you did not tip off the tax collector or anything, but because of the audit, he loses a D6 of his winnings, if it takes him into the hole, he must take a negative amount and pay it off.

90. Extra Training

91. Bitzkreig

92. It's Gotta Be the Shoes: (play at the start of game) A randomly selected player for your team decides to showcase a new pair of sports gear, for his endorsement, he (and the team) gets paid 10k for every SPP point he manages to earn during the game (MVP's do not count).

93. The Chuck

94. Bad Habits

95. Bugmans Player of the Game  One random player on you team is the Bugman Pick from the last game.  Your team gets a free point of fan factor plus 10,000 as  a payoff for an exclusive article.

96. That Babe's Got Talent: (play as that boy's got talent).. A particularly attractive group of girls toss the ball back from (or beat on a player in) the stands, and you decide to hire them on...gain d6 cheerleaders immediately.

97. That Boys Got Some Talent

98. Demo Game

99. Extra Training

100. BONUS! Roll on the following table for these results:
        1-2  Get a bonus Random Event, Roll for both.
        3-4  Roll for two cards and pick your favorite.
        5-6  Roll for a card, and pick it of the +1/-1



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