Blood Bowl: Death Zone Random Events Cards

£4.99

1 in stock

Free UK delivery on orders over £50

Product Code: GWBBOWL132

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Blood Bowl: Death Zone Random Events Cards

Random Events

Total number of cards is 45.

1. Demo Game (Gain d6x10K Gc after match)
2. Will (As above)
3. Bad Habits (Opponent team loses 1 team re-roll)
4. Bad Habits
5. Inspiration (One your player gains MVP award just before match; make rolls if necessary)
6. Extra Training (One extra team re-roll or buy new at normal, not double, price)
7. Extra Training
8. Extra Training
9. Injured in Practise (One random opponent player is seriously injured just before match)
10. The Big Match (Both players gain +3 to fan factor test and roll two dice at income phase after game)
11. Biased Referee (Ref does not penalty you at d6 4+, and automatically sends opponent with secret weapon, out)
12. Charity Match (Play during fan factor roll after match, gain +1 FF in addition to roll)
13. The Chuck (Gain immediately back d3 used team re-rolls, sheet H)
14. Press-Gang (Play before match, see card text)
15. Heroic Effort (Play when a player suffers an injury)
16. Unsportmanlike conduct (Opponent player which just scored is sent away for the rest of the match)
17. That makes me mad!! (Fouling player is knocked down and his original target stands up)
18. Inspired Play (One action is automatically successful)
19. A Large Donation (Either team donates all winnings to charity and receives +1 Fan Factor)
20. That Boy’s Got Talent (Gain a player)
21. Burst Ball (Play stop immediately and kick-off is reheld)
22. Heroic Leap (One player may take a leap as with skill)
23. Away Fans Banned! (Opponent have Fan Factor of 0 for this match, but not for gate)
24. Hall of Fame (Play before match, gain +1 Fan Factor)
25. Blitzkrieg! (Allows second blitz during same turn)
26. Snack Break (One opponent player loses tackle zone until end of turn)
27. Get’em Lads! (Play if your player is seriously injured (or worse) by opponent team. All your players gain +1 strength and Mighty blow skill until end of your next turn)
28. Crazy Referee! (Opponents Fan Factor is dropped to 0 for the rest of the match, but can be used only if ‘Get the Ref’ card is played)
29. Half Time Team Talk (Play during half time. Gain d3 extra team re-rolls)
30. Is It a TD? (You may stop just scored touchdown)
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 to reserves box)
33. I Am the Greatest! (After touchdown, two players in opposing team cannot play at the same time until end of the match)
34. Player Strike (Play before match. Opponent must pay 2d6 x 10K Gc or all his treasury)
35. Duh, Where Am I? (Opponent player juts knocked over but not injured is switched to your side until next touchdown)
36. A Better Offer (One selected coaching staff member leaves opponent’s team unless he pays member’s hiring cost + d6 x 10K Gc)
37. Bankruptcy! (Play after match. No income is given to opponent, and his team loses all money in treasury as well)
38. Number One With a Bullet! (Gain additional 10K Gc for each 10,000 of your fans that turned up for the match)
39. Under Scrunity (Opponent may not make any fouls or use secret weapons during the match. Play when he tries to)
40. Merchandising (Gain additional income of your fan factor x 10K Gc)
41. Woof Woof! (A dog catches the ball)
42. It Wasn’t Me! (One random opponent player must miss the rest of the match, and 50K must be paid for his release)
43. Doom and Gloom (Opponent team cannot use team re-rolls for the rest of the half)
44. Special Offer (You can buy a player at half price after this match, but not later)
45. Peaked (Nominated player cannot earn more SPPs)


Magic Items

Total number of cards is 27.

1. Magic Pills (All your player in field gain +1 MA until touchdown is scored)
2. Grasping Tentacles… (Dodging opponent automatically fails)
3. Hawkfing’s Curse (Opponent player going for it automatically falls over)
4. Kelhoffer’s Magic Foot (Do not roll scatter for kick-off)
5. Lurve Potion (Too long to explain..)
6. Mind Blow (Opponent player is immobilized until end of turn. His strength is halved against block)
7. Magic Potion (Gives a player some random benefict)
8. Magic Helmet (Permanently increase player’s AV by +1, up to 10)
9. Extra Training (One extra team re-roll or buy new at normal, not double, price)
10. Extra Training
11. Eye of the Eagle (One pass is automatically successful)
12. Healing Scroll (Just happened injury is negated and player is left face-up on the field)
13. Healing Scroll
14. Healing Scroll
15. Magic Sponge (All KO’d or badly hurt players are restored to full health)
16. Magic Sponge
17. Knutt’s Spell of Awes.. (Your player gains +d4 strength until end of turn)
18. Unseen Shield (Pass is stopped at nominated square along its flight route)
19. Rakarth’s Bounding Leap (Player may jump 3 squares in addition to normal movement)
20. Scutt’s Deluge of Despair (All opposing team’s players halve their MA until end of turn)
21. Rakarth’s Obliteration Spell (Your blocking player automaticaaly gains ‘defender knocked over’ result)
22. Time Warp (Player may take two actions one after another)
23. The Secret Way (Sheet F)
24. Magic Hand of Jark Longarm (Your player automaticallu succeeds in an interception)
25. Rakarth’s Spell of Pitty Spite (Oposing player must miss each drive on a roll of 4+, otherwise he may play)
26. Speed of Light (Your player gains +d6 MA for this turn. Play before moving with that player)
27. Labbatt’s Flying Fist (Opposing player is blocked at strength of 10 with block and mighty blow skills)

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This policy was last updated on April 2021

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This policy was last updated on April 2021