Special Play Card Tables and List by Tom Anders and Mike Carter
This page contains the text from the new special play card table in Blood Bowl Magazine #2, pages 12-17.

Cards no longer on the list from 3rd edition are:
Dirty Trick: Bribe the Ref #1, Exploding Player, High Punt, I'll Get You, Kidnap Rival Coach, Mine, Sorry, Sorry Sir!, Stink Bomb
Magic Item: Healing Scroll, Magic Pills, Magic Potion, and Unseen Shield
Random Events: Bankruptcy!, Inspired Play, Is it a TD?
All other cards were replaced with cards with the same name & similar effect or by a card that might have a different name but has a similar effect.

The new rules for using special play cards:

* This information is copyright 2000 by Games Workshop (Blood Bowl Magazine #2 pages 10-17) and is printed without permission *

The Grab Bag cards are the only table listed below not published in Blood Bowl Magazine #2 as official. These cards come from Chet Zeshonski's site and are included in many leagues as an extra source for Special Play cards.

Dirty Tricks Random Events Magic Spells Pre-Match Preperations Grab Bag
11: Assassin 11: Inspiration 11-12: Kelhofer's Magic Foot 11-12: Hide the Ball 11: We'z Got Dis One in Da Bag
12-13: Spy 12: Doom & Gloom 13-14: Scutt's Deluge of Despair 13-14: Side Bet 12: Brain Trust
14: Double Cross 13: Player Strike 15-16: Mind Blow 15-16: Sneak Play 13: Cupajoe
15: Low Blow 14: 'Flu Bug 21-22: Labbatt's Flying Fist 21-22: Extra Training 14: Clairvoyance
16: Custard Pie 15: Snack Break 23-24: Magic Sponge 23-24: Fake Play 15: Revenant
21: Stiletto 16: This Will Hurt a Bit 25-26: Rakarth's Bounding Leap 25-26: On-Side Kick 16: Johnny Waterboy
22: Referee!!! 21: Get 'Em Lads 31-32: Potion of Lurve 31-32: Half-Time Team Talk 21: Bloodweiser Time
23: Knuckledusters 22: A Large Donation 33-34: Magic Helmet 33-34: Grudge Match 22: I've Got My Eye On You
24: Robbed 23: Away Fans Banned! 35-36: Rakarth's Spell of Obliteration 35-36: The Old One-Two 23: Mother, May I?
25: Bribe the Ref #1 24: That Boy's Got Talent! 41-42: Time Warp 41-42: Razzle Dazzle! 24: Poor Bodily Hygiene
26: Spy 25: I Am The Greatest! 43-44: Grasping Tentacles of Altanson 43-44: Intensive Training 25: Half Time Talk
31: Bribe the Ref #2 26: Demo Game 45-46: Rakarth's Spell of Petty Spite 45-46: Blitzkrieg 26: C'mon, Already!
32: Banana Skin 31: Bad Habits 51-52: Hawkfing's Curse 51-52: Extra Training 31: Keeper
33: Trampoline Trap 32: It Wasn't Me! 53-54: Knutt's Spell of Awesome Strength! 53-54: Option Play! 32: Instant Replay
34: Micky Finn #1 33: Press Gang 55-56: Magic Hand of Jark Longarm 55-56: Razzle Dazzle! 33: Raindancer
35: Off-Side Trap 34: Peaked 61-62: Eye of the Eagle 61-62: Inspiring Team Talk 34: Backfire
36: Blatant Foul 35: Special Offer 63-64: Speed of Light 63-64: Team Anthem 35: Ringer
41-42: Bribe the Ref #3 36: That Makes Me Mad!!! 65-66: The Secret Way 65-66: Pre-Match Ritual 36: Butterfingers!
43: Bribe the Ref #1 41: Injured in Pratice 41: Stop Faking It!
44: Spike! 42: A Better Offer 42: Palmed Coin
45: Morley's Revenge 43: Biased Referee 43: Brass Knuckles Day
46: Sewer Map 44: Burst Ball 44: You Look Familiar
51: Micky Finn #2 45: Heroic Effort 45: I'll Take That!
52: Take A Dive 46: Unsportsmanlike Conduct 46: Gimme That!
53: Pit Trap 51: The Big Match 51: Fizzle
54: My Watch Must Of Stopped! 52: The Chuck 52: Last Ditch Effort
55: Bribe the Ref #4 53: Number One with a Bullet 53: False Start
56: Illegal Drugs 54: Hall of Fame! 54: Not-So-Secret Weapon
61: Bad Press 55: Crazy Ref 55: Magic Flux
62: Whoops! 56: Merchandising 56: Bribe the Announcer
63: Ignore Rival Coach 61: Under Scrutiny 61: Gotta Be the Shoes
64: Greased Shoes 62: Will 62: Miraculous Recovery
65: Stiletto 63: Duh, Where Am I? 63: Stolen Playbook
66: Knuckledusters 64: Charity Match 64: I've Created a Monster!
65: Woof Woof! 65: That Babe's Got Talent!
66: Sponsorship Deal 66: Did Somebody Say McMurty's?

Dirty Tricks

DT - Assassin. Use at the start of any of your turns. An opposing player of your choice is struck by a poison dart and is injured.
DT - Bad Press. Declare this special play immediately (now!.) Libelous stories you have spread cuts the opposing team's fan factor in half (rounding up) for this match only.
DT - Banana Skin. Use this special play when an opposing player attempts to dodge out of a square. They count as having an agility of one for the dodge roll.
DT - Blatant Foul. Use after you make a foul, before rolling any dice. The opposing player automatically suffers an injry, but your player is automatically sent off.
DT - Bribe the Ref #1. Use at the start of any of your turns to move the IGMEOY marker onto the opposing team.
DT - Bribe the Ref #2. You may use this special play after the referee has awarded an illegal procedure against you, to cancel it out.
DT - Bribe the Ref #3. You may use this special play to stop the referee sending off one of your players after they committed a foul.
DT - Bribe the Ref #4. Use before setting up your team after a kick-off. You may set up 12 players on the pitch.
DT - Custard Pie. Use at the start of any of your turns. One of your players thrusts a cleverly concealed custard pie in the face of an opposing player in an adjacent square. The flabbergasted opponent loses his tackle zone for the rest of the turn.
DT - Double Cross. Use when the opposing coach uses a Dirty Trick or Magic Spell Special Play card. He has been fooled by a con-man, and the special play does not work.
DT - Greased Shoes. Use after setting up after a kick-off. Pick a player on the opposing team. You've paid someone to grease the bottom of their shoes and their agility is reduced to 1 until a touchdown is scored or the half ends.
DT - Ignore Rival Coach. Declare this special play immediately (now!.) You've bribed the ref to ignore the rival coach. They may not 'argue the call' with the referee for this match only.
DT - Illegal Drugs. Declare this special play immediately (now!.) You may choose one player in your team to have either +1 ST OR +1 AG for this match only.
DT - Knuckledusters. Declare this special play immediately (now!.) A player of your choice in your team counts as having Mighty Blow for this match only.
DT - Low Blow. Use before making a block (and only a block, not multiple blocks, secret weapons, etc.) with one of your players. He kicks his opponent very hard right where it hurts, and counts as having double strength for this block only.
DT - Micky Finn #1. Declare this special play immediately (now!) Pick one member of the opposing team's coaching staff other than the head coach. The chosen coach may not be used until the next match the team plays.
DT - Micky Finn #2. Declare this special play immediately (now!) Pick one player on the opposing team. The player may not be used until the next match the team plays.
DT - Morley's Revenge. Declare this special play immediately (now!.) The opposing team's drinks have been spiked with a powerful laxative. All players in the opposing team count as having the 'Off for A Bite' trait for this match only.
DT - My Watch Must Of Stopped! Use at the end of either half after both teams have finished all their turns. You have bribed the ref' to allow each team one more turn (move both turn markers back one space).
DT - Off-Side Trap. Use after you make a kick-off, before the opponent's first turn. One of your players tricks an opponent into jumping off-side causing a turnover. The receiving team loses their first turn!
DT - Pit Trap. Use at the start of any of your turns. Pick an opposing player in your half of the pitch. They fall into the trap and are placed back in their own Reserves box. No armour or injury roll is made.
DT - Referee!!! Use at the start of any of your opponent's turns. Your players intimidate the referee and he calls an illegal procedure penalty against your opponent, just as he had failed to move the turn marker.
DT - Robbed. Use this play at the end of the match. You hire a famous burglar to steal the gate money for the match. You double the money you get for this game!
DT - Sewer Map. Use at the start of one of your turns to move a player from your Reserves box to any empty square on the pitch. The player may not move on the turn he appears.
DT - Spike. Use after you make a foul, before rolling the dice. The opposing player automatically suffers an injry, but your player is knocked over.
DT - Spy. Use immediately after your opponent declares he is using a re-roll. The re-roll has no effect but still counts as the opposing team's re-roll for that turn.
DT - Stiletto. Declare this special play immediately (now!.) A player of your choice in your team counts as having Razor Sharp Claws for this match only.
DT - Take a Dive. Use this special play after an opposing player attempts to move an extra square. The player is knocked over but no roll is made for injury.
DT - Trampoline Trap. Use at the start of any of your turns. Pick an opposing player in your half of the pitch. They fall into the trap and bounce into a randomly selected adjacent square. Treat this exactly as if they had been pushed back and knocked over in the square they land in. If the square is occupied, the the player originally in the square is pushed back into any adjacent square.
DT - Whoops! Use after setting up after a kick-off. One of your players gets a sneaky block in while the referee isn't looking. An opposing player who is in the tacke zone of one of your players is knocked over.

Magic Items

MI - Eye of the Eagle. Use when one of your players passes the ball. The pass is automatically successful, there is no need to roll the dice.
MI - Grasping Tentacles of Altanson. Use at the start of any of your opponent's turns. One opposing player of your choice may not take any actions this turn.
MI - Hawkfing's Curse. Declare this special play immediately (now!). One opposing player of your choice may not use any of his skills for this match only.
MI - Kelhoffer's Magic Foot. Use when making a kick-off. It allows you to pick exactly where the ball lands in the opposing half - there is no scatter.
MI - Knutt's Spell of Awesome Strength. Use at the start of any of your turns. One player of your choice may add D6 points to their strength for this turn only.
MI - Labbatt's Flying Fist. Play at the start of any of your turns. One player of your choice is knocked over.
MI - Magic Hand of Jark Longarm. Use if one of your players attempts an interception. They automatically intercept the ball.
MI - Magic Helmet. Declare this special play immediately (now!). You can give one player in your team a magic helmet. Their AV is increased permantently by +1 up to a maximum of 10. Only one allowed per player!
MI - Magic Sponge. Use after a touchdown is scored or a half ends to move any KO'd or Badly Hurt players back to the reserves box.
MI - Mind Blow. Use at the start of the opponent's turn. Nominate a player in the opposing team 0 they may not take an action that turn.
MI - Potion of Lurve. Declare this special play immediately (now!). Pick a player in the opposing team. They are so love-struck that they must miss the match.
MI - Rakarth's Bounding Leap. Use at the start of any of your turns to allow one player of your choice to move as if they had the Leap skill for this turn only.
MI - Rakarth's Spell of Obliteration. Play at the start of any of your turns. One player of your choice is knocked over.
MI - Rakarth's Spell of Petty Spite. Declare this special play immediately (now!). One opposing player of your choice counts as having the trait of your choice for this match only.
MI - Scutt's Deluge of Despair. Use at the start of the opponent's turn. The opposing players have their movement halved (rounding down) for the rest of the turn.
MI - Speed of Light. Use just before a player on your team takes an action to add D6 to the player's movement for that turn only.
MI - The Secret Way. Use at the start of any of your turns. Nominate a player and move them to any empty square on the pitch within D6 squares of where they started. The player may take an action as normal.
MI - Time Warp. Play at the start of any of your turns. One player of your choice can take two actions this turn. The actions must be taken one after the other.

Random Events

RE - A Better Offer. Declare this special play immediately (now!). One randomly selected opposing player will leave the team unless they are paid D6x5,000 gps immediately.
RE - A Large Donation. Use at the end of the match, after receiving your money. If you wish you may donate half your winnings to a charity. If you do, your fan factor goes up by +1.
RE - Away Fans Banned! Declare this special play immediately (now!). No opposing fans are allowed to attend the match and the opposing team counts as having a fan factor of 0.
RE - Bad Habits. Declare this special play immediately (now!). The opposing team has picked up some bad habits and must reduce the number of team re-rolls they have by one for this match only.
RE - Biased Referee. Declare this special play immediately (now!). The opposing coach starts the match with the IGMEOY counter.
RE - Burst Ball. Use at the start of any of your turns. The ball bursts and both coaches must move their turn markers one space along the turn record track to represent the time lost while it is replaced. Play then continues as normal.
RE - Charity Match. Use at the end of the match. You play a charity match for a local orphanage which increases your team's fan factor by +1.
RE - Crazy Ref Use if the opposing team try to 'Get the Ref'. The referee beats off the fans and chases them from the stadium, reducing the opposing teams fan factor to '0' for the rest of the match.
RE - Demo Game. Use this play at the end of the match. You receive an extra D6x10,000 gps for playing a demonstration game after the match.
RE - Doom and Gloom. Declare this special play immediately (now!) The opposing team is feeling uninspired and must cust the number of team re-rolls they have in half (rounded down) for this match only.
RE - Duh, Where Am I? Use if an opposing player is knocked over but passes their armour roll. They count as having the 'Bone-Head' trait for the rest of the match.
RE - 'Flu Bug. Declare this special play immediately (now!). D3 randomly selected players from the opposing team must miss this match because they have the flu.
RE - Get 'Em Lads! Use at the start of any of your turns. For this turn only, all your players count as having plus one to their strength.
RE - Hall of Fame. Use at the end of the match. The player in your team with the most SPPs is inducted into the NAF Hall of Fame, increasing your team Fan Factor by +1.
RE - Heroic Effort. Use after one of your players has made a block to convert the result to an 'opponent knocked over' result no matter what was rolled.
RE - I Am the Greatest! Declare this special play immediately (now!). Two randomly selected opposing players refuse to be on the pitch at the same time for this match only.
RE - Injured in Practice. Declare this special play immediately (now!). One randomly selected opposing player is injured in pratice and must miss the match. They recover in time for the next game.
RE - Inspiration. Declare this special play immediately (now!). You may give one player in your team an extra MVP. If the additional SPPs take them up a level, you make the Star Player roll before the match starts. starts.
RE - It Wasn't Me. Declare this special play immediately (now!). One randomly selected opposing player is arrested for a minor crime and must miss the match. They escape in time for the next game.
RE - Merchandising. Use at the end of the match. Sale of doublet and hose in the team colours provides an extra D6x10,000 gps.
RE - Number One with a Bullet. Use at the end of the match. Your new team song proves a smash hit earning the team D6x10,000 gps.
RE - Peaked. Declare this special play immediately (now!). One randomly selected opposing player has reached their peak and cannot earn any more Star Player Points ever again.
RE - Player Strike. Declare this special play immediately (now!). Players on the opposing team that receive appearance fees won't play unless they receive an extra +5,000 gps each for this match only.
RE - Press Gang. Declare this special play immediately (now!). One randomly selected opposing player is press-ganged into the Empire's navy and must miss the match. They escape in time for the next game.
RE - Snack Break. Use at the start of any of your opponent's turns. Pick an opposing player within 2 squares of the sidelines and who isn't holding the ball. He grabs a snack and may not take an action this turn.
RE - Special Offer. Use this play at the end of the match. You may hire a new player (including a star player) at half price. Use it now or lose it!
RE - Sponsorship Deal. Declare this special play immediately (now!). Your team is sponsored by Bloodwieser and receives an extra 10,000 gps after every match - but only if you say 'Make Mine A Blood' loudly at the start of every match!
RE - That Boy's Got Talent! Use this play at the end of the match. You may hire a talented fan as a new player for your team for free, if you have space for them.
RE - That Makes Me Mad!! Use after your opponent declares a foul. The player they were going to foul immediately stands up, and the opposing player must make a block against them instead!
RE - The Big Match. Declare this special play immediately (now!). The match is being televised by the Broadcast Networks and both teams double their winnings at the end of the match.
RE - The Chuck. Use at the start of any of your turns. Your fans inspire the team with an awesome display of 'The Chuck'. Add +1 to your team re-rolls for this half only.
RE - This Will Hurt a Bit... Use at the start of any of your turns. Drastic action allows you to cure a KO'd, Badly Hurt, or Seriously Injured player and move them back to the reserves box.
RE - Under Scrutiny. Declare this special play immediately (now!). Your opponents are under close scrutiny by NAF officials and may not foul or use secret weapons this match.
RE - Unsportsmanlike Conduct. Use after the opposing team scores a touchdown. The player that scored is banned for the rest of the match for taunting the opposing fans.
RE - Will. Use at the end of the match. Your team is left D6x10,000 gps in the will of a dead fan.
RE - Woof Woof! Play at the start of any of your opponent's turns if the ball is lying on the ground in an empty square. A dog runs off with it and you may move it to a new empty square within 2D6 squares of where it started.

Pre-Match Preparations

PMP - Blitzkrieg. Use at the start of any of your turns. It allows a second player to take a Blitz action this turn.
PMP - Extra Training. Use once during the match in exactly the same manner as a team re-roll. You may use a team re-roll in the same turn.
PMP - Fake Play. Use when one of your players takes a pass action. They look one way and then pass the other. The player may ignore opposing tackle zones when he throws and may not be intercepted.
PMP - Grudge Match. Declare this special play immediately (now!). You may make any number of fouls each turn.
PMP - Half Time Team Talk. Play at half teim. You receive an extra D3 re-roll counters for the second half.
PMP - Hide the Ball. Use at the start of any of your turns. The player with the ball hides it up his jumper. For the rest of the turn he does not have to dodge to leave a tackle zone.
PMP - Inspiring Team Talk. Declare this immediately (now!). Following the coach's inspiring speech the boys are really 'up for it'. For this game you get one additional team re-roll for free.
PMP - Intensive Training. Use at the start of any of your turns. It allows one player of your choice to use a skill of your choice for this turn only.
PMP - On-Side Kick. Use after both teams have set up after a kick-off but before the ball is placed. One player of your choice is allowed to move up to D6 squares, ignoring tackle zones as he does so.
PMP - Option Play. Use at the start of any of your turns. It allows a second player to take a Blitz or Pass action this turn (but not both!).
PMP - Pre-Match Ritual. Declare after both teams have set up before the kick off. Whether it is the Darkside Cowboys "Rain of Blood" routine or the Gouged Eye "Merrhaka" dance, your pre-match team ritual performed in front of all the fans has had a demoralising effect on our opponents and they lose a team re-roll for this game.
PMP - Razzle Dazzle! Play at the start of any of your turns. On a roll of 1-2, the razzle dazzle is an abject failure and you suffer a turn-over. On a roll of 3-6, it is a brilliant success and the opposing team miss their next turn.
PMP - Side Bet. Use at the end of the match. If you lose, you gain an extra D6x10,000 gps.
PMP - Sneak Play. Use at the start of any of your turns. The player with the ball pretends to throw it to another player. For the rest of the turn he does not have to dodge to leave a tackle zone.
PMP - Team Anthem. Declare this special play when you first set up your team. As your players enter the pitch from the tunnel they are met by a rousing chorus of "YOU'LL NE'ER WALK AGAIN..." (or whatever the team's anthem is). This inspires the players and the fans. Add one to your team's fan factor for this game only.
PMP - The Old One-Two. Use at the start of any of your turns. It allows an extra player to take a Pass action this turn.

Grab Bag

GB - Backfire. (T. Lapin) Use this special play when a opposing Wizard casts a spell or an opposing Spellcaster attempts to cast a spell. The Wizard/Spellcaster has been casting a lot of spells lately, and a backload of magical energy comes pouring out of him! The spell goes off as normal, but the Wizard is struck with the powerful backlash. Roll a dice to determine the effect: 1-3 = Badly Shaken, must miss the rest of the match, 4-5 = Seriously Injured, must miss the rest of this match and the next one, 6= Dead Dead, DEAD!
GB - Bloodweiser Time. (David Yellope) Use this card before any kick-off takes place, but after the two have set up. It seems that one of the alcohol vendors has wandered a bit too close to the dugout, and the opposing team is now drunk! All opponents suffer a -1 penalty on any roll made on the Agility Table. The effects of this card last until a touchdown is scored or the half ends.
GB - Brain Trust. (Chet Zeshonski) Declare this special play immediately (now!). Renowned Orc shaman "Snortin' Louie" is in town today, and several eggheads in his entourage become intensely interested in this fascinating game called "Blood Bowl". Roll a dice. The result is the number of Assistant Coaches you may add to your team immediately.
GB - Brass Knuckles Day. (Mike Laubenthal) Declare this special play immediately (now!). The first 50,000 fans through the gate get their own brass knuckles complete with team logos! For the rest of the match, all injury rolls are made at +1 when a player is pushed off the pitch into the crowd.
GB - Bribe the Announcer. (John Kipling Lewis) Play this card at the end of the match when you collect your MVP awards. You have bribed the announcer to call the game as you see it, and may assign your awards however you want (so long as it's legal!)
GB - Butterfingers!. (Chet Zeshonski) Play this card whenever an opponent attempts to pick up or catch the ball (including handoffs). The player simply can't seem to find the handle! He automatically fails the dice roll and may not re-roll the attempt. The ball will scatter one square.
GB - Clairvoyance. (Chet Zeshonski) Declare this special play immediately (now!). After a successful night sharking cards at a nearby tavern, you have placed a local seer in your debt - and today you settle the score! Your opponent must play the game with all his Special Play Cards face-up and in full view.
GB - C'mon, Already! (Martin Laerkes) You may play this card whenever an opposing player could score without rolling any dice, but the opposing coach instead declares his turn over, or performs an action with any other player instead of scoring immediately. The fans want their touchdown now, and one of them pelts the ball carrier with a rock in frustration! Roll for injury for the ball carrier. The ball will scatter one square.
GB - Cupajoe. (Chet Zeshonski) Play this card on any player in your team just before any kickoff. The player has gone light on the fruit punch and heavy on the coffee! The player gains the skill Jump Up and the trait Frenzy. In addition, he will automatically fail any attempt to handle the ball (there is no need to roll the dice). The effects of the card last until a touchdown is scored or the half ends.
GB - Did Somebody Say McMurty's? (Christopher M. Blanchard) Play this card immediately after a touchdown has been scored. McMurty's is having a special on burgers today. Being the kind-hearted coach you are, you have plastered this news all over your opponent's dugout. Roll a dice. The result is the number of randomly selected players from the opposing team that must miss the next kickoff, as they are waiting in line for their burgers! Place the players in the Reserves box, they may not take the field for this drive.
GB - False Start. (Stephen Babbage) You may play this card after any roll has been made on the kickoff table, but before the result is applied. The opposing team has started before the whistle! The referee stops and then restarts play immediately - leave the teams in the same setups, and roll on the kickoff table a second time.
GB - Fizzle. (T. Lapin) You may play this card when your opponent attempts to use a Magic Item card or has a Wizard or Spellcaster attempt to cast a spell. Something has gone terribly wrong and the magic has fizzled out. The spell or card is wasted and has no effect.
GB - Gimme That! (Chet Zeshonski) You may play this card after one of your players has pushed an opponent who is holding the ball without knocking him over. Your player has waited all game to show what he can do - and he wante that ball NOW! The opposing ball carrier automatically drops the ball. What's more, he drops it right into the hands of your player who catches it automatically!
GB - Gotta Be the Shoes. (John Kipling Lewis) Declare this special play immediately (now!). One randomly selected player from your team has signed a one-off endorsement contract with Orcidas. For every SPP earned by that player this game, your team gains 10,000 gps when you collect your winnings at the end of the match.
GB - Half Time Talk. (Chet Zeshonski) Play at half time. After a stern talking-to from the coach, your players have learned a few things from the first half of action! Add up any Star Player Points from the first half gained by your players immediately. If this takes any player up a level you may take the Star Player roll before the second half starts, and may use the new skill(s) in the second half.
GB - I'll Take That! (John Kipling Lewis) You may play this card when an opposing player who is holding the ball enters a square adjacent to one of his own players. That player has been itching to show his coach how great he is, and takes the ball! This counts as the team's handoff for the turn, but it is automatically successful, there is no need to roll the dice.
GB - I've Created A Monster! (Jonathan Murphy) You may play this card when a player in your team is KO'd by a player from the opposing team. Instead of placing him in the KO box, leave that player on the field, face up - the devasting hit has unleashed his hidden potential! The player gets a +1 bonus to all stats (MA, ST, AG, and AV). The effects of this card last until a touchdown is scored or the half ends.
GB - I've Got My Eye On You. (T. Lapin) Declare this special play immediately (now!). An opponent has made some nasty remarks about a player's mother. Little does he know, however,that this woman is none other than today's referee! For the rest of the match, the ref is biased against the opposing team. Your opponent must keep the IGMEOY counter for the entire match. In addition, any Secret Weapons automatically fail their penalty rolls. The effect of this card is cancelled if the fans decide to 'Get the Ref' (even if it is your own fans who get him!)
GB - Instant Replay. (John Kipling Lewis) You may play this card after any roll made by the opposing coach. The coach must re-roll the dice and accept the new result in place of the old, even if he has already used a skill or team re-roll to do so! Note that this is the only time a dice roll may be re-rolled more than once.
GB - Johnny Waterboy. (John Kipling Lewis/Sean Butler) Declare this special play immediately (now!). You have hired the famous Johnny Waterboy for this game, and his special smelling salts work wonders on your players! For the rest of the match, all KO'd players on your team recover on a roll of 2+ instead of the usual 4+.
GB - Keeper. (Chet Zeshonski) Play this card immediately after you have played any other Special Play card. You may keep the card and use it again later in the match! Note this is the only way you may use a special play card more than once.
GB - Last Ditch Effort. (Chet Zeshonski) You may play this card immediately after declaring a pass action by a player on your team. Until the end of the turn, this player gains the Hail Mary Pass skill but may use it as a trait.
GB - Magic Flux. (Chet Zeshonski) Play this card after you have drawn your Special Play cards for this match. The forces of Chaos are running strong at today's game! Trade in the Magic Flux card to draw a Magic Item Special Play card, even if you already have one. Note that this is the only way in which a team is allowed to pick two Magic Item cards in the pre-game sequence.
GB - Miraculous Recovery. (Martin Laerkes) Declare this special play immediately (now!). The team apothecary said it couldn't be done -but it has! Remove any one permanent injury form the player of your choice.
GB - Mother, May I? (T. Lapin) Declare this special play immediately (now!). Nominate a player from the opposing team. That player's mothers is attending today's game, and she has warned him that he had better play nice with the other boys - or else! All injury rolls made by that player automatically results in "Stunned", there is no need to roll the dice.
GB - Not-So-Secret Weapon. (Sean Butler) Play this card at kick-off, before rolling on the table but after both teams have set-up. On eof your players manages to smuggle a two-handed greatsword onto the pitch while the ref had his back turned. Treat this player as if he has a running chainsaw, but he does not need to make a roll to start his weapon. The effects of this card last until a touchdown is scored or the half ends, after which the referee finally catches up with this maniac, and the player is ejected automatically.
GB - Palmed Coin. (Chet Zeshonski) Play this card before any coin toss. Your team captain has sneakily replaced the usual coin with a double-headed eagle! You win the coin toss automatically, there is no need to flip the coin.
GB - Poor Bodily Hygiene. (Jonathan Murphy) Use before any kickoff before the teams have set up. Nominate a player from the opposing team. This player is suffering from some extremely bad body odor, and his team-mates have forced him to take an early shower! The player must remain in the Reserves box until a touchdown is scored or the half ends.
GB - Raindancer. (Stephen Babbage) Use at the start of any turn (yours or opponents). While traveling between matches, you encounter a wandering wizards who gives you this scroll. The scroll's magic allows you to choose the weather from the options on the weather table immediately!
GB - Revenant. (Chet Zeshonski) You may play this card immediately after one of your players has been killed and not saved with the apothecary. The player's body has thrown in the towel, but his mind hasn't! Leave the player one the field, face up. Treat the player as normal for the rest of the game, but he will come back from any injury automatically just before the next kickoff! At then end of the match, the player gives up the ghost, and you must remove him from your roster permanently. If another spell or card heals the death of the player before the end of the match, the effects of Revenant ended and the player is treated as normal.
GB - Ringer. (Sean Butler) Declare this special play immediately (now!). Nominate a player on your team. That player has taken the day off, and has hired a lookalike to play in his place. The substitute player has the stats of any rookie player form your team roster. Note that this is the only way your team can violate the usual limits on position players.
GB - Stolen Playbook. (Stephen Babbage) You may play this card when any player on your team makes a Star Player roll. Teh player has stolen the opponent's playbook and has studied it carefully at every opportunity. Because of his increased understanding of the game, you do not need to roll for a new skill. Instead the player may gain a new skill as if he had rolled a double on the Star Player table.
GB - Stop Faking It! (Jon Inge Teigland) You may play this card whenone of your players has been caught fouling, but failed to penetrate armour. The referee comes running over to eject the fouler, but when he sees the victim on the ground, moaning in pain, he realizes no foul has been committed at all. The "victim" is just faking it - so he ejects the victime instead!
GB - That Babe's Got Talent! (Thomas Kaule Polsen) Declare this special play immediately (now!). Your team visits a local tavern the night before the game. On of the exotic dancers displays her, umm, "talents", and your players leave her a generous tip. She and a couple of her friends decide to join your team. Roll a dice. The result is the number of Cheerleaders you may add to your team immediately.
GB - We'z Got Dis One in Da Bag. (John Kipling Lewis) Play this card just after the opposing team has scored a touchdown which gives them the lead. The other team is so confident they have the game won, they send out the second string. For the ensuing kickoff, your opponent may only set up the 11 players on his team with the fewest Star Player points.
GB - You Look Familiar. (Martin Laerkes) You may play this card when an opposing player declares a foul while standing next to a prone team-mate. The fouler has gotten a little confused, and fouls his team-mate instead! Your players may assist the fouler.

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