Dungeonbowl Special Plays

League Page

Wandering Monsters
Wandering Monsters are treated like a player on your team with the following exceptions:

Dirty Tricks

d66 Result d66 Result
11 POISON DART: Use at the start of any of your turns.  An opposing player of your choice has triggered a poison dart trap.  Roll on the standard injury table for the opposing player. 41-42 BRIBE THE REF: You may use this special play to stop the referee from sending off one of your players after they committed a foul.
12-13 SPY: Use immediately after your opponent declars he is using a re-roll.  The re-roll has no effect but still counts as the opposing team's re-roll for the turn.    
    43 BRIBE THE REF: Use at the start of any of your turns to move the IGMEOY marker onto the opposing team.
14 DOUBLE-CROSS: Use when the opposing coach uses a Dirty Trick or Magic Item.  He has been fooled by a con-man, and the special play does not work. 44 SPIKE!: Use after you declare a foul, before rolling the dice.  Immediately roll on the standard injury table for the victim.  Your player is knocked over.  Roll for armour on your player.  This is NOT a turnover.
15 LOW BLOW: Use before making a block (and only a block, not multi-block, secret weapons etc.) with one of your players.  He kicks his opponent very hard reight where it hurts, and counts as having double strength for this block only. 45 MORLEY'S REVENGE: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  The opposing team's drinks have been spiked with a powerful laxative.  1d6 players on the opposing team count as having the 'Off For A Bite' trait for this match only.  Players who already have the 'Off For A Bite' trait are not affected by this special play.
16 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 your turn. 46 SECRET PASSAGE: Use at the start of one of your turns to teleport a player from the Reserves box.  This does NOT count as the teams 1 Dugout Teleport per turn limit.
21 STILETTO: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  A player of your choice in your team counts as having razor sharp claws for this match only. 51 MICKEY FINN: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  Pick one player on the opposing team.  The player may not be used until the next match the team plays.
22 GIANT SPIDER: Declare this play after both teams have set up but before the first turn.  A Giant Spider teleports into the dungeon.  Roll 1d6 to determine which teleporter the Giant Spider appears on.
MA 7  ST 3  AG 4  AV8
Skills: Jump Up
Traits: Foul Appearance, Wild Animal, Can NOT pick up or catch the ball
52 TAKE A DIVE: Use this special play after an opposing player attempts to move an extra square (but before the dice is rolled).  The player is knocked over but no roll is made for the injury.  This is a turnover.
23 KNUCKLEDUSTERS: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  A player of your choice in your team counts as having mighty blow for this match only. 53 PIT TRAP: Use at the start of any of your turns.  Pick an opposing player.  They fall into the trap and are Teleported back into their reserves box.  No armour or injury roll is made.
24 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 the game!  Your opponent still receives their winnings (rather the team beats the winnings out of the stadium owner). 54 VAMPIRE BAT: Declare this play after both teams have set up but before the first turn.  A Vampire Bat teleports into the dungeon.  Roll 1d6 to determine which teleporter the Vampire Bat appears on.
MA 9  ST 2  AG 4  AV7
Skills: Dodge, Razor Sharp Fangs, Side Step
Traits: Stunty, Can NOT pick up or catch the ball
25 BRIBE THE REF: Use at the start of any of your turns to move the IGMEOY marker onto the opposing team. 55 BRIBE THE REF: Use before setting up your team at the start of the match.  You may set up 7 players in the dungeon.
26 SPY: Use immediately after your opponent declars he is using a re-roll.  The re-roll has no effect but still counts as the opposing team's re-roll for the turn. 56 ILLEGAL DRUGS: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays. You may choose one player in your team to have either +1 ST OR +1 AG for this match only.
31 CAVE SQUIG: Declare this play after both teams have set up but before the first turn.  A Cave Squig teleports into the dungeon.  Roll 1d6 to determine which teleporter the Cave Squig appears on.
MA 1d6  ST 4  AG 3  AV7
Skills: Razor Sharp Fangs
Traits: Thick Skull, Wild Animal, Can NOT pick up or catch the ball
61 CHAOS SPAWN: Declare this play after both teams have set up but before the first turn.  A Chaos Spawn teleports into the dungeon.  Roll 1d6 to determine which teleporter the Chaos Spawn appears on.
MA 1d6  ST 4  AG 1  AV10
Skills: Multiple Block
Traits: Foul Appearance, Stand Firm, May NOT pick up the ball
32 BANANA SKIN: Use this special play when an opposing player attempts to dodge out of a square.  They count as having an agility of 1 for the dodge roll. 62 GIANT SPIDER: Declare this play after both teams have set up but before the first turn.  A Giant Spider teleports into the dungeon.  Roll 1d6 to determine which teleporter the Giant Spiders appears on.
MA 7  ST 3  AG 4  AV8
Skills: Jump Up
Traits: Foul Appearance, Wild Animal, May NOT pick up the ball
33 TRAMPOLINE TRAP: Use at the start of any of your turns.  Pick an opposing player.  They fall into the trap and bounce into a randomly selected adjacent square.  Re-roll if the the resulting square is an obstacle.  Do NOT re-roll if the resulting square is a Pit.  Treat this exactly as if they had been pushed back and knocked over into the square they land in.  If the square is occupied, the the player originally in the square is pushed back into any adjacent square. 63 IGNORE RIVAL COACH: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  You've bribed the ref to ignore the rival coach.  They may not 'argue the call" with the referee for this match only.
34 MICKEY FINN: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  Pick one member of the opposing team's coaching staff other than the head coach.  The chosen member may ot be used until the next match the team plays. 64 GREASED SHOES: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  You've paid someone to grease the bottom of their shoes and their agility is reduced to 1 for this match.
35 READY, SET, GO!...GO?...GO?:  Declare this special play before the opponents first turn.  They miss the signal that the match has started causing a turnover.  Your opponent loses their first team turn! 65 STILETTO: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  A player of your choice in your team counts as having razor sharp claws for this match only.
36 BLATANT FOUL: Use after you make a foul, before rolling any dice.  Roll immediately on the standard injury table for the opposing player.  Your player is automatically sent off (you may argue the call). 66 KNUCKLEDUSTERS: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  A player of your choice in your team counts as having mighty blow for this match only.

Random Events

d66 Result d66 Result
11 INSPIRATION: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  You may give one player on your team an extra MVP.  If the additional SPPs take them up a level you make the Star Player roll before the match starts. 41 INURED IN PRACTICE: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  One RANDOMLY selected opposing player is injured in practice and must miss the match.  They recover in time for the next game.
12 DOOM & GLOOM: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  The opposing team is feeling uninspired and must cut the number of team re-rolls they have in half (rounding down) for this match only. 42 A BETTER OFFER: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  One RANDOMLY selected opposing player will leave the team unless they are paid d6x5,000gps immediately.
13 PLAYER STRIKE: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  All opposing team Star Players and opposing team players with more than 50 SPPs won't play unless they receive 5,000 gps each for this match only.  This is in addition to any appearance or hold out fees. 43 BIASED REFEREE: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  The opposing coach starts the match with the IGMEOY counter.
14 'FLU BUG: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  D3 randomly selected players from the opposing team must miss this match because the have the 'flu. 44 BALL SHIELD MALFUNCTION: Use at the start of any of your turns.  The magical shield protecting the ball from being lost in space erroneously activates.  Roll 1d6 to determine which Teleport Pad the ball appears on.  The ball scatters once from the Teleport Pad.
15 SNACK BREAK: Use at the start of any of your opponent's turns.  Pick an opposing player in the dungeon who isn't holding the ball.  He pulls a snack out of his uniform and may not take an action this turn. 45-46 HEROIC EFFORT: Use after one of your players has made a block roll.  Convert the result to an 'opponent pushed back and knocked over' result no matter what was rolled.
16 THIS WILL HURT A BIT...: Use this at the start of any of your turns.  Drastic action allows to you to cure a KO'd, Badly Hurt, or Seriously Injured player and move them back to the reserves box.  This does NOT count as your Magic Sponge for the turn.    
21 GET 'EM LADS: Use at the start of any of your turns.  For this turn only, all of your players gain +1 ST. 51-52 THE BIG MATCH: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  Both teams double their winnings at the end of the match.
22-23 LARGE DONATION: Use at the end of the match, after receivng your money.  If you wish, you may donate half your winnings to charity.  If you do, your fan factor goes up by 1.    
    53 NUMBER ONE WITH A BULLET: Use at the end of the match.  Your new team song proves a smash hit earning the team 1d6x10,000 gps.
24 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.  This player must be a rookie player. 54-55 HALL OF FAME!: Use at the end of the match.  The player on your team with the most SPPs is inducted into the SVBBL Hall Of Fame, increasing your teams Fan Factor by 1.
25 I AM THE GREATEST: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  Two RANDOMLY selected opposing players refuse to be on the pitch at the same time for this match only.    
26 DEMO GAME: Use this play at the end of the match.  You receive an extra 1d6x10,000 gps for playing a demonstration game after the match. 56 MERCHANDISING: use at the end of the match.  Sale of doublet and hose in the team colours provides an extra d1d6x10,000 gps.
31 BAD HABITS: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  The opposing team has picked up some bad habits and must reduce the number of team re-rolls they have by 1 for this match only. 61 UNDER SCRUTINY: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  Your opponent's players are under close scrutiny by NAF officials and may not foul or use secret weapons this match. (This means Fanatics and Deathrollers may not participate in this match at all).
32 IT WASN'T ME!: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  One RANDOMLY selected opposing player is arrested for a minor crime and must miss the match.  They escape in time for the next game. 62 WILL: Use at the end of the match.  Your team is left 1d6x10,000 gps in the will of a dead fan.
33 PRESS GANG: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  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. 63 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.
34 PEAKED: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  One RANDOMLY selected opposing player has reached their peak and cannot earn any more SPPs ever again.  (Reselect if the player is already peaked or is a Star Player). 64 CHARITY MATCH: Use at the end of the match.  You play a charity match for a local orphanage which increases your teams fan factor by 1.
35 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! 65 SQUEEEK SQUEEEK!: Play at the start of any of your opponent's turns if the ball is lying on the ground in an empty square.  A rather large rat has lept form the shadows and runs off with the ball.  You may move the ball to a new EMPTY square within 2d6 squares of where it started. 
36 THAT MAKES ME MAD!!: Use after your opponent declares a foul.  The player that was going to be fouled immediately stands up, and the opposing player must make a block against them instead. 66 SPONSERSHIP DEAL: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  Your team is sponsored by Bloodwieser and receives and exra 10,000 gsps after every match - but only if you say 'Make Mine A Blood' or 'Got Blood?' loudly at the start of every match (seriously).

 

Pre-match Preparations

d66 Result d66 Result
11-12 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. 41-42 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 turnover.  On a roll of 3-6 it is a brilliant success and the opposing team misses their next turn.
13-14 SIDE BET: Use at the end of the match.  If you lose the match, you gain an extra 1d6x10,000 43-44 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.
15-16 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. 45-46 BLITZKRIEG: Use at the start of any of your turns.  It allows a second player to take a Blitz action this turn.
21-22 EXTRA TRAINING: Use once during the match in exactly the same manner as a team re-roll.  You may use a team re-reoll in the same turn. 51-52 EXTRA TRAINING: Use once during the match in exactly the same manner as a team re-roll.  You may use a team re-reoll in the same turn.
23-24 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. 53-54 OPTION PLAY!: Use at the start of any of your turns.  It allows a second player to take a Blitz or a Pass action this turn (but NOT both!).
25-26 SNEAK START: Use after both teams have set up but before the first turn.  One player of your choice is allowed to move up to 1d6 squares, ignoring tackle zones as he does so. 55-56 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 turnover.  On a roll of 3-6 it is a brilliant success and the opposing team misses their next turn.
31-32 REALLY INSPIRING TEAM TALK!: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  You receive an extra d3 extra re-roll counters for this match only. 61-62 INSPIRING TEAM TALK: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  Following the coaches inspiring speech the boys are really 'up for it'.  For this game you get 1 additional team re-roll for free.
33-34 GRUDGE MATCH: Declare this special play IMMEDIATELY after both coaches have drawn all of their special plays.  You may make any number of fouls each turn. 63-64 TEAM ANTHEM: Declare after both teams have set up, but before the first turn.  Your team's performance of "You'll Never Walk Again" has a demoralising effect on your opponents and they loose a team re-roll for this game.
35-36 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. 65-66 PRE-MATCH RITUAL: Declare after both teams have set up, but before the first turn.  Whether it's the Darkside Cowboys' "Rain of Blood" routine or the Gouged Eye's "Merrhaka" dance your pre-match team ritual has a strong demoralising effect on your opponents and they loose d3 team re-rolls for this game.