The Grab Bag

Looking for a new Special Play Card to pull on your opponent? Reach into the Grab Bag and get more bang for your buck!

Howdy, and welcome to the Grab Bag! The cards you see compiled here are the result of a thread started by Yours Truly on the Blood Bowl Mailing List. Fortunately for me, my meager efforts did not go unrewarded, as many coaches stepped forward with some truly ingenious ideas! Next to each card, you will find the name of the coach who submitted that card.

It is my hope to bring this list to the attention of Jervis Johnson in order to get a new "blister pack" of Special Play Cards released for Blood Bowl - yellow, of course - the "Grab Bag"!

If you have any comments about these cards - or any suggestions for new cards - feel free to e-mail me (Chet) at chz@acsu.buffalo.edu

Enjoy!


BACKFIRE - T. Lapin
You may play this card just after an opposing Wizard has cast any spell. The Wizard 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 effects: 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!

BLOODWEISER TIME - David Yellope
You may play this card before any kick-off takes place, but after the two teams 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.

BRAIN TRUST - Chet Zeshonski
Place this card at the start of the match, before either team has set up. 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.

BRASS KNUCKLES DAY - Mike Laubenthal
Play this card at the start of the match, before either team has set up. The first 50,000 fans through the gate get their own brass knuckles, complete with official 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.

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!)

BUTTERFINGERS! - Chet Zeshonski
Play this card whenever an opponent attempts to pick up or catch the ball (this includes taking a handoff). The player simply can't seem to find the handle! He automatically fails the dice roll, and the ball will scatter one square.

CLAIRVOYANCE - Chet Zeshonski
You may play this card at any time. 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.

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! Place the ball carrier prone, and roll for the effects of the injury straight away. Scatter the ball one square.

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! He may stand up for free at the start of any action, just as if he had the Jump Up skill. He also gains the Frenzy skill, but if he attempts to handle the ball in any fashion he will fail automatically, there is no need to roll the dice. The effects of this card last until a touchdown is scored or the half ends.

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 this drive.

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.

FIZZLE - T. Lapin
You may play this card when your opponent casts a spell or attempts to use a Magic Item. Something has gone terribly wrong and the magic has fizzled out. The spell or card is wasted, and has no effect.

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 wants 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!

GOTTA BE THE SHOES - John Kipling Lewis
You may play this card after both teams have set up, but before the ball is kicked off. 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 Gold Crowns when you collect your winnings at the end of the match.

HALF TIME TEAM TALK - Chet Zeshonski
You may play this card at halftime. After a stern talking-to from their 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.

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.

I'VE CREATED A MONSTER! - Jonathan Murphy
You may play this card when a player in your team is knocked out by a player from the opposing team. Instead of placing him in the KO box, leave the player on the field, face up - the devastating 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.

I'VE GOT MY EYE ON YOU - T. Lapin
Play this card at the start of the match, before either team has set up. 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. All opposing Fouls result in the fouler being ejected unless the fouling player rolls doubles on the armor roll, and any Secret Weapons automatically fail their penalty rolls. The effect of this card is canceled if the fans decide to 'Get The Ref' (even if it is your own fans who get him!).

INSTANT REPLAY - John Kipling Lewis
You may play this card after any roll made by the opposing coach. The coach must reroll the dice and accept the new result in place of the old, even if he has already used a skill or team reroll to do so! Note that this is the only time a dice roll may be rerolled more than once.

JOHNNY WATERBOY - John Kipling Lewis/Sean Butler
Play this card at the start of the match, before either team has set up. 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 knocked out players on your team recover on a roll of 2+ instead of the usual 4+.

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!

LAST DITCH EFFORT - Chet Zeshonski
You may play this card when a player on your team passes the ball. The player may throw the ball to any square on the field, just as if he had the Hail Mary Pass skill.

MAGIC FLUX - Chet Zeshonski
Play this card after you have taken all your Special Play Cards for the match. The forces of Chaos are running strong at today's game! Trade this card in for a Magic Item card, even if you have already taken one. Note that this is the only way in which a team is allowed to pick two Magic Items in the pre-game sequence.

MIRACULOUS RECOVERY - Martin Laerkes
Play this card at the start of the match, before either team has set up. The team apothecary said it couldn't be done - but it has! Remove any one permanent injury from the player of your choice.

MOTHER, MAY I? - T. Lapin
You may play this card at the start of the match, before the ball has been kicked off. Nominate a player from the opposing team. That player's mother 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 result in "Stunned," there is no need to roll the dice.

NOT-SO-SECRET WEAPON - Sean Butler
Play this card at any kickoff, after both teams have set up. One of your players manages to smuggle a two-handed greatsword onto the pitch while the ref has 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.

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.

POOR BODILY HYGIENE - Jonathan Murphy
You may play this card at any kickoff, before either team has 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.

RAINDANCER - Stephen Babbage
While traveling between matches, you encounter a wandering wizard who gives you this scroll. Play this card at the start of any team turn. The scroll's magic allows you to choose the weather from the options on the weather table immediately!

REVENANT - Chet Zeshonski
You may play this card immediately after one of your players has been killed. The player's body has thrown in the towel, but his mind hasn't! Leave the player on 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 the end of the match the player gives up the ghost, and you must remove him from your roster permanently.

RINGER - Sean Butler
You may play this card at the start of the match, before either team has set up. 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 from your team roster. Note that this is the only way your team can violate the usual limits on position players.

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 play book, 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.

STOP FAKING IT! - Jon Inge Teigland
You may play this card when one of your players has been caught fouling, but failed to penetrate armor. 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 victim instead!

THAT BABE'S GOT TALENT! - Thomas Kaule Polsen
Play this card at the start of the match, before either team has set up. Your team visits a local tavern the night before the game. One of the exotic dancers displays her, umm, "talents," and your players leave her a very 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.

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.

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.


And once again, if you have a suggestion for the Grab Bag, feel free to mail me (Chet) at chz@acsu.buffalo.edu