Hi,
Here are some custom tactic and cheating cards I came up with. My inspiration came from other submissions in this thread, from blood bowl, or from the existing kaosball cards. Names are loosely inspired from American football (of which I'm not a fan, though that seemed like a good place to get names) or other sources.
My goal is to create enough extra cards to randomize a bit the play deck at each game (keeping the actual ratio of 15 tactic and 10 cheating and 35 energy cards). The number within brackets would be the maximum number of cards of that sort in the deck.
I'd like to get some feedback if possible. There are many cards so I'm hoping there will be some keepers in there. Thanks!
[TACTIC]
BLITZ! [2]
Move each of your bruisers up to 3 spaces each. A bruiser that enters an enemy killzone ends its movement but cannot be attacked or tackled.
BOMB [2]
Activate one of your figures. Until the end of the turn, that figure doubles the number of spaces from which it can make or receive hand-offs.
DECOY [1]
Select two adjacent figures, one of which must have the ball. Remove the ball from the board. Move these two figures up to 5 spaces. At the end of your turn, give the ball back to any one of these two figures.
DUAL THREAT [1]
Activate a figure. Once it has finished its turn, move one of your other figures up to 3 spaces. If that figure enters an enemy killzone it must end its movement but cannot be attacked or tackled.
EVASIVE MANEUVERS [1] In hindsight, this one essentially is more or less a legal Boot to the Head. Considering this, it doesn't seem that good.
Activate one of your figures. Until the end of the turn, that figure can ignore the killzones of one enemy.
EXPLODING RUNES [2]
Put an Exploding Rune token on an unoccupied non-scoring space (Exploding Runes damage figures entering that space as well as all adjacent figures). Then activate a figure.
- When a figure enters a space with an exploding rune in it, the rune explodes, inflicting 1 damage to that figure as well as all adjacent figures.
- An exploding rune is removed from the board after it has exploded.
- Any intact exploding rune token is removed from the board at the end of each period.
FAIR PLAY [2]
Activate one of your figures. Until the end of the turn, you score 1 point for each cheating card played by an opponent and you lose 1 point for each cheating card you play.
FLYING DUTCHMAN [2]
Activate one of your figures. Until the end of the turn, you can move through any figure, but you are still subject to their killzones.
MOMENTUM [1]
Activate one of your figures. Until the end of the turn, that figure can move before and after performing one action (pick up the ball, steal the ball, attack or tackle) up to its normal allotted movement.
LONG SHOT [1]
Activate one of your figures. Until the end of the turn, the only energy cards you can play are energy cards with a number that you have already burned that period. They count as live cards for that turn.
TEAM FLAG [1]
Put a Team Flag token on an unoccupied non-scoring space (Team Flag boost the morale of your figures). Then activate a figure.
- A team flag occupies its space.
- Your figures adjacent to their team flag get +1 on all contests.
- A team flag is removed from the board at the end of each period.
TENTACLES [1]
Put a tentacle token on an unoccupied non-scoring space (Tentacles tackle any figure entering their killzones). Then activate a figure.
- Tentacles occupy their space.
- Tentacles automatically tackle any figure entering their killzone unless they discard an energy card with a value of +3 or higher. This does not count as an enemy reaction.
- Tentacles cannot be knocked down nor damaged.
- Tentacles are removed from the board at the end of each period.
WARPSPACE [1]
Put a Warpspace token on two different unoccupied non-scoring spaces (Warpspaces teleport figures entering that space). Then activate a figure.
- Any figure entering a Warpspace is immediately transported to the other Warpspace if it is unoccupied.
- Once teleported, an active figure may continue its turn normally (teleportation does not cost any movement).
- Warpspace tokens are removed from the board at the end of each period.
[CHEATING]
EARLY BUZZER [1]
Play at the end of your turn if you have 7 or more burned cards. You trigger the end of period buzzer.
CHOP BLOCK [1]
Play when you attack or tackle an enemy figure. You get +1 to the contest if that figure is also in the killzone of one of your teammates.
DOUBLE BOTCH [1]
Play when you fail to steal the ball. The enemy drops the ball into an unoccupied adjacent space of their choice (or their space if there are no unoccupied adjacent space).
FUMBLEROOSKI [1]
Play when your figure moves into the same space as the ball. Instead of picking up the ball, move it into one of your killzones. If a teammate is there, they can automatically pick up the ball.
GRIM STANDOFF [2]
Play instead of an energy card during a contest. This contest is a tie if your opponent plays a live card. Otherwise the value of this card is 0.
HOOK AND SNARE [1]
Play when an enemy figure tries to leave your killzone. That figure cannot leave and its movement is over. It may otherwise end its turn normally.
ILLEGAL SHIFT [1]
Play only if you have 5 figures on the field. Put a non-Ringer figure from your bench on any unoccupied space on the field, then activate it. At the end of your turn, bench any player from your team.
KICK TO THE FACE! [1]
Play instead of performing a normal action. Inflict 1 damage to a knocked down opponent in your killzone. You can knock down your figure to inflict 1 additional damage.
LATE BUZZER [1]
Play when someone would trigger the end of period buzzer. The buzzer is not triggered this turn.
POISONED! [1]
Play when you initiated a successful attack and the enemy figure survives. Knock down that figure.
SLOBBER-KNOCKER [1]
Play when you initiated a successful tackle. Inflict 1 damage to the enemy figure.