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. It also contains the modifications and clarifications for the MBBL2 league.
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. The original Grab Bag was 36 cards and designed with 3rd edition in mind. I worked with Chet to create a streamlined 4th edition 18 card set from the original 3rd edition Grab Bag using the 4th edition principles for special play cards.|
Dirty Tricks |
Random Events |
Magic Spells |
Pre-Match Preperations |
Grab Bag |
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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. MBBL2 Extra: This card may also be used against the opposing team's apothecary. An injury result of Stunned disables the apothecary for the rest of the drive. Injury results of KO'd, Badly Hurt, or Seriously Injury disable the apothecary for the rest of the match. An injury result of DEAD will kill the apothecary (remove him from the team roster).
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. MBBL2 change: Play this card at the beginning of your opponent's turn. All dodge rolls made during his turn must be made with the player 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. MBBL2 change: You may use this special play to stop the referee sending off one of your players from a successful secret weapon roll.
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. MBBL2 change: Declare this special play immediately (now!.) You may choose one Magic Item or Dirty Trick special play card from your opponent without seeing what it is and force him to discard it without playing it.
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. MBBL2 Note: This card may be used on the opposing team's a'othecary.
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. D6 random players in the opposing team count as having the 'Off for A Bite' trait for this match only. MBBL2 Note: This card has been changed so that it only last for the first drive of the first half but effects the entire team.
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. MBBL2 Clarification: the opponent may use a team re-roll to avoid the effects of this card.
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. MBBL2 change: Play this card at the beginning of your opponent's turn. You may reduce his team re-rolls by one OR your opponent may not use any team re-rolls during 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. MBBL2 change: Play at the beginning of your opponent's turn. All attempts to move an extra square by opposing players for the rest of the drive require a 5+ roll (in blizzard weather it will be a 6+) to succeed. This effect lasts until the end of the drive.
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. MBBL2 Clarification: this spell will remove any positive skill (including Physical and Spellcasting) from the player but will not remove negative skills (like Bonehead).
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. MBBL2 Note: This card may be used against the opposing team's apothecary.
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. MBBL2 Note: this spell may be used against the opposing team apothecary automatically.
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. MBBL2 Note: if your player with the most SPPs has already been induced into the NAF Hall of Fame, you may still play this card if you have any player on your team with 26 or more Star Player Points who is not in the NAF Hall of Fame.
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 practice 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. MBBL2 Note: this card may be used against the opposing team's apothecary automatically.
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. MBBL2 Note: the player will continue to earn Star Player points BUT may never again make a Star Player roll.
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. MBBL2 Note: this card may be used against your opponent's apothecary automatically.
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! MBBL2 Clarification: you may use this card to purchase allies or spellcasters for half price also.
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. MBBL2 Clarification: this card may NOT be used to get an allied player or a spellcaster.
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! MBBL2 change: Declare this special play immediately (now!.) Any time opposing team attempts to foul, he must roll a D6 first. On a 1, the
player they were going to foul immediately stands up, and the opposing player
must make a block against them instead! This effect last for the entire match.
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. MBBL2 Clarification: Secret weapon players will miss the game (no possible MVPs) when this card is played.
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. MBBL2 Clarification: this card will NOT allow you to take a Physical skill.
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 - Better Pull Your Punches. (T. Lapin) Declare this special play immediately (now!). Nominate a player from the opposing team. After using so many illegal tactics to kill off opposing players, the NAF has threaten to lifetime ban this player from the game if he illegally injures a single player in his next game. Just to be safe, his coach has advised him to go easy this game. All injury rolls made by that player automatically results in "Stunned", there is no need to roll the dice.
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 and permanently.
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 - Cupajoe. (Chet Zeshonski) Declare this special play immediately (now!). One player of your choice on your team has gone light on the fruit punch and heavy on the coffee! The player gains the skill Jump Up and the trait Frenzy for this game only. In addition, he will automatically fail any attempt to handle the ball (pickup, catch, intercept, etc.) this game as well.
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. MBBL2 change: Declare this special play immediately (now!.) The opposing player must discard a Magic Item card that he has just drawn OR the opposing spellcaster will not be able to cast one spell of your choice for this match.
GB - Gimme That! (Chet Zeshonski) You may play this card any time one of your players could block an opponent who is holding the ball. Your player has waited all game to show what he can do - and he wants that ball NOW! Instead of blocking, your player rips the ball from the hands of the opponent and becomes the new ball carrier 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 - 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 - 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 niggling injury from the player of your choice.
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 - Now Listen Up! (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 - 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 - Raindance. (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 - Stolen Playbook. (Stephen Babbage) You may play this card when any player on your team makes a Star Player roll. The 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 - 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 D6. The result is the number of Cheerleaders you may add to your team immediately and permanently.