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Action Player Value Modifiers Results

Run Any N/A N/A Move up to movement value, facing any direction.

Sprint Any N/A N/A Move up to twice movement value, each 60O turn
costs 1 movement.

Slam Jack/Guard Strength (X) +1 if Guard Draw: Both turn to directly face each other.
+1 if moved adjacent Win: Losing Player pushed back, winner can follow up.
during action. Doubles: Losing Player is pushed back and knocked
-1 per threatening over. Armour check vs. difference in rolls.
Player (-2 Max)

Slamback Jack/Guard Strength (X) +1 if Guard Draw: Both turn to directly face each other.
-1 per threatening Win: Losing Player pushed back, winner can follow up.
Player (-2 Max) Doubles: Losing Player is pushed back and knocked
over. Armour check vs. difference in rolls.

Dodge Any Speed (X) +1 if Striker Draw: Players turn to directly face each other.
-1 per threatening Win: Dodging Player faces any direction, Slamming
Player (-2 Max) Player faces Dodging Player.
Doubles: Dodging Player may make 1 hex free move
{no Evade), and face any direction. Slamming Player
faces vacated hex.

Armour Check Any Armour (X) N/A 1 potential damage cancelled per success.
1-3 unsaved: Send to appropriate Sin Bin.
4+ unsaved: Remove Player from game.

Steal Jack/Striker Skill (X) +1 if Striker Win: Ball scatters from target’s hex
-1 per threatening Double: Player takes ball from loser.
Player (-2 Max)

Throw Jack/Striker Skill (1) +1 if Striker Fail: Throw is inaccurate, scatter ball from target.
(Strike/Pass) -1 if target is Strike Hex Success: Throw is accurate, Score Strike or hit target.
-1 if moved or turned Doubles: Throw is accurate, if Strike is scored,
this action generate fan check.
-X range penalty*
-1 per threatening
Player (-2 Max)

Catch Jack/Striker Skill (1) +1 if Striker Fail: Scatter ball from Catcher’s hex.
+1 per success scored Success: Catching Player has the ball.
on throw test Doubles: Catching Player has the ball and gains free
-3 for speed of ball Immediate Run or Throw.
-1 per threatening
Player (-2 Max)

Throw Jack/Striker Skill (X) +1 if Striker Throw Wins: Loser pushed back, scatter ball from
(at Player) -X range penalty* target’s original hex. Rush ends.
-1 per threatening Throw Doubles: Loser pushed back and knocked down.
Player (-2 Max) Armour check vs. difference in rolls. Ball scatters and
Rush ends.
Draw/Dodge Wins: Ball scatters from target’s hex, and
Rush ends.
Dodge Doubles: Ball scatters from target’s hex,
Dodging Player may move 1 free hex, and face any
direction. Rush Ends.
Stand Up Any Agility (1) +1 if Striker Fail: Player remains on ground.
-1 per threatening Success: Player Stands up facing any direction.
Player (-2 Max) Doubles: Player Stands up, facing any direction, and
gains free immediate action (not Sprint).

Run Interference Jack Strength (X) +1 if moved adjacent Draw: Both turn to directly face each other.
during action. Win: Losing Player pushed back, winner can follow up.
-1 per threatening Doubles: Losing Player is pushed back and knocked
Player (-2 Max) over. Armour check vs. difference in rolls.

Feint Jack/Striker Agility (X) +1 if Judwan Draw: Both turn to directly face each other.
+1 if moved adjacent Win: Winning Coach chooses direction of facing for
during action. both Players.
-1 per threatening Doubles: Winning Coach moves target player 1 hex (No
Player (-2 Max) Evade), and chooses facing for both Players.

Transform Any 4+ (1) M/A Fail: Transform fails.


Success: Shift player 1 role – Jack to Guard/Striker or
Striker/Guard to Jack.
Doubles: Shift player 1 role – Jack to Guard/Striker or
Striker/Guard to Jack, and Player gains a fee Run,
Throw, Transform, or Slam Action.

Buy a Card N/A N/A N/A Coach gains 1 DreadBall card from top of deck.

Dash Any Speed (123) +1 if Striker Fail: Player falls over in hex he is moving into.
-1 per threatening Success: Player moves 1 additional hex.
Player (-2 Max)

Evade Any Agility (123) +1 if Striker Fail: Player falls over in hex he is moving into.
-1 per threatening Success: Player moves safely, may continue
Player (-2 Max) movement.

Pick Up Ball Jack/Striker/ Skill (1) +1 if Striker Fail: Ball scatters, Rush ends.
Guard with -1 if Sprinting Success: Player Picks Up Ball.
Keeper ability -1 per threatening Doubles: Player Picks Up Ball and gains free action
Player (-2 Max) (Run or Throw).

Jump Jack/Striker Speed (123) +1 if Striker Fail: Player falls over in hex he is moving into.
-1 per threatening Success: Player moves safely, facing any direction, may
Player (-2 Max) continue movement.

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