Professional Documents
Culture Documents
The pitch is divided into hexagons, each formed At each end of the pitch is a bright white or red
from a high-impact neodurium compound that hex, with 4 adjacent hexes shaded a light white
is sometimes shaped into a tread or grip to or red. These are the entry points for Players
provide sure footing for moving Players. The moving onto the pitch from the Subs' Bench, or
basic colour of the pitch is black, but many off the pitch into it.
hexes are coloured or marked differently to The bright hex is the Entry Hex. You can only
signify special zones. move onto or off the pitch from this hex, and
The most important of these zones are the only if it is not blocked by a Player from either
Strike Zones. There are 6 Strike Zones on the team. When you move on you count this bright
pitch, 3 red and 3 white, corresponding with the hex as the first hex in your move, and the Player
Home team and the Visitor team. Each is made may choose any facing when moving into this
up of 8 hexes attached to a single Strike Hex. hex.
The red and white hexes that make up these Players standing on their opponent’s Entry Hex
zones are all marked with concentric circles, like or on any of the 4 adjacent hexes are
bulls’ eyes. The target you try to hit to make a committing a Stall foul.
Strike is the Strike Hex, which is marked in a
solid version of that zone’s colour. Note that you only need to move Players off in
this way if you choose to retire them from play
A Player can only Throw a Strike (and score yourself. If they are injured or sent off for
points) if he is standing in the Strike Zone that is fouling then they are immediately placed in the
attached to the Strike Hex he is aiming at, and if appropriate area of the Sin Bin - they do not
the Strike Hex is in his front arc. need to move off as described.
Each Player defends the Strike Zones/Hexes in In the centre of the pitch are a series of five
his own colour and tries to score in the Strike hexes containing a blue DB logo. These mark
Hexes in his opponent’s colour. Of the three the path of the ball when it is launched into
Strike Hexes you can score in, the two nearer play.
ones are worth 1 point each per Strike, and the
further one is worth 3 points per Strike because The two dashed lines along the hex edges
it’s harder to get to. across the centre of the pitch mark the forward
starting line for each team, with a small area
In addition, you can gain an extra point per between them in which no Player from either
Strike if you make it from the bonus hex, side may set up. These only matter during the
because it is a harder throw. This is the hex in initial Face Off set up before a match starts.
the Strike Zone that is furthest from the Strike Once the match is underway the action never
Hex and is marked in an intermediate shade of pauses!
red or white for clarity. A bonus Strike is
therefore worth either 2 or 4 points depending Placing and Moving Models on the Board
on which Strike Hex you target. Each Player model occupies one hex and you
As well as the Strike Zones and Strike Hexes, should position each one so that it is clear
there are some other markings on the board. which hex they are in and which of the six edges
they are facing. If a model is knocked down
When a ball hits the edge of the pitch it will bounce off the wall.
Depending on which wall it hits, the undulating surface will cause it
to bounce in one of two ways. The following examples look at the
direction the ball will bounce in (ignoring the distance it will go for Measuring distances is easy. Simply count the number
now). of hexes from the model to the target. Do not count
the hex that the model starts in, but do include the
The most common situation is when a ball hits an angled part of
target hex.
the wall, shown here as moving from hex B to C. This works both
ways round, so a ball moving from the direction of hex C would For example, in this diagram the Goblin in hex A is 3
bounce back towards B. Most of the edge of the pitch is like this. hexes away from the Strike Hex B. A is 7 hexes away
from his teammate in hex C who is 2 hexes away from
The other possible situation only happens from 6 specific directions
D.
on the pitch and is illustrated here by directions A & D. In these
cases the ball comes straight back in the direction it went. When you count distance for any reason you must
take the shortest route possible. However, you will
notice that there is almost always more than one
route that is equally short, so which one do you take?
The choice is made by the Coach controlling the active
Player. Many times the exact route is not important,
but it can be crucial, for example during a Throw. The
diagram shows two possible routes between A and B
(blue and green) that are both 3 hexes long. There is a
third 3-hex route that is not marked – can you spot it?
Keeping Track If the game reaches the end of the 14th Rush
The board has spaces to track two values: Rush without either side gaining a 7 point lead then
and score. the team with the higher score wins.
Along one edge of the board you can see If the score difference is 0 at the end of 14
numbers 0-14 to keep track of which Rush is Rushes then things are clearly well-matched.
currently being played. Remember that a Rush However, the DreadBall Governing Body
is DreadBall’s term for one side’s “turn” and doesn’t like a draw so you now have a Sudden
usually consists of several Actions. The Home Death playoff. Carry on the game from where
team always takes the first Rush, which is why it you are at the end of the 14th Rush, moving the
is in white as are all its other Rushes. The marker back to Rush 1 so you can keep track.
Visitors Rushes are all in red. In Sudden Death you continue to play as normal
with the following exceptions:
Jack
The “jack of all trades”, or Jack for short, is the
all-rounder of the game. They are able to fill any
role, whether that is holding the line against the
opposing Guards, or passing the ball about like
a Striker. Naturally they sacrifice the finesse of
the specialists, but they allow a team to adapt
quickly to the rapidly changing nature of the
game.
Their armour is a compromise between the
protection needed by the Guards and the
lightness needed by the Strikers. They also wear
DreadBall gloves and can throw Strikes with the
best of them (on a good day).
The three adjacent hexes in a Player’s front arc are called Threat
Hexes (shown here in red). When an opposing Player is standing in
one of these hexes they may suffer penalties to their dice rolls. See
the later rules for details.
Coaching Dice
Teams may start each match with the number
of Coaching Dice listed on their roster. Each
Coaching Dice can be used once per game.
Coaching Dice can be added to any Player’s
normal test during your turn or your
opponent’s. This can be any test that uses the
normal dice mechanic as explained above. For
example, a Slam, Dodge, Evade, Dash, Throw,
etc. They cannot be used for Ref checks or
scattering the ball, for example, as these are not
normal tests.
Coaching Dice are added after all other
modifiers have been applied. Note that
modifiers cannot reduce the number of dice
below zero. If negative modifiers had reduced
the number of dice you could roll for a test to
zero then Coaching Dice may be used to make
this otherwise “impossible” roll.
Simply choose as many Coaching Dice as you
want from those available to you, and add them
to the pool of dice before you roll any. They are
treated just like your other dice and may roll up
if they score a 6 and so on.
Speed
Speed represents a Player’s quickness and
reflexes in reaction. A Player with a high Speed
can Dash around the pitch more quickly, Dodge
their opponent’s attacks, and sometimes even
Feint their opponents into going the wrong way.
Skill
Skill represents a Player’s ability to handle the
ball. A Player with a higher skill will be better
able to manipulate the ball on the pitch,
whether it’s through Stealing, Throwing,
Catching, or simply Picking Up the ball.
Armour
Players are outfitted with armour to protect
them while playing the game. The type of
armour a Player wears depends on his role and
training. The better a Player’s armour the more
Note also that although a Player can act more Moving off the pitch is like entering the pitch in
than once in a Rush, these Actions do not have reverse. You must move off through the yellow
to be consecutive. A Coach may therefore select entry hex, and must have enough movement to
Player A and act with him, then select Player B continue into the Subs’ Bench as if it was a
and use an Action on him before returning to separate hex. You may only move onto your
Player A. However, any Free Actions must be own Subs’ Bench, never your opponent’s.
taken immediately by the Player that earned
Note that you only have to move off in this way
them, otherwise they are lost.
if you are spending an Action to move a Player
Free Actions off by choice. Players sent off for fouls or
through injury are immediately removed and
In some cases, when a Player does an Action placed in the appropriate section of the Sin Bin.
particularly well he will be given a Free Action.
This is just what it sounds like: an Action that If any Players from the opposing team are
doesn’t cost a Team Action Token or Special standing in their opponent’s entry hex, or in
Move card. one of the 4 hexes adjacent to it, then that
Player is committing a Stall foul.
Clever use of this can allow an individual Player
to do far more than his normal limit of 3 Actions Sprint (Any Player)
per Rush (2 from Team Action Tokens and 1 The Player moves a number of hexes up to a
from a Special Move card). In fact, it is even maximum equal to double their movement
possible to score without buying any Actions at value. They may only move further than this if
all! they choose to risk a Dash.
Remember! Modifiers always add or subtract In a Sprint Action, a Player must move into the
from the number of dice to be rolled. They hex directly in front of him (i.e. the center hex
never modify the target number of successes. in his front arc). Each 60 degree turn (one side
The Player initiating the Slam rolls: Dodge wins: the Dodging Player may turn to
face any direction. The Slamming Player turns
Slam: Strength test (X). to face directly at the Dodging Player.
+1 if the Player did not start adjacent to Dodge doubles opponent: the Dodging Player
the target, but moved adjacent during may move 1 hex in any direction and does not
this Action. need to Evade to do so. They may choose to
-1 per opposing Player threatening the face any direction. The Slamming Player turns
hex you are in. (Ignoring your target, to face directly at the hex the Dodging Player
maximum of -2). just vacated.
If the target of the Slam is a Jack or a Guard, Pushing Back
they may choose to fight back (known as a
Slamback), and roll: Sometimes one or more of the hexes behind an
opponent are already occupied. In these cases
Slamback: Strength test (X). you cannot push a model into a hex it couldn’t
move into normally. If all 3 hexes behind an
-1 per opposing Player threating the hex
opponent are already occupied, then they
you are in. (Ignoring the Player initiating
cannot be pushed back. If you double them
the Slam, maximum of -2.
then they will fall down in the hex they started
Any Player may choose to Dodge: in. If a Player is pushed onto a hex containing
the ball, they must try to Catch it, if they can.
Dodge: Speed test (X). This Catch test occurs after any follow up by the
Each success on this roll cancels out one point Dodge: Speed test (X)
of potential damage. If the total number of -1 per opposing Player threating the hex
successes equals or beats the amount of you are in. (Ignoring the Player initiating
potential damage then the Player is unharmed. the Steal, maximum of -2).
If not all damage has been deflected then the Compare the number of successes to find the
Player is sent off the pitch to recover. The outcome.
number of turns he needs to recover (and the
part of the Sin Bin in which he is placed) is equal Steal wins: The ball is knocked out of the hands
to the number of unsaved potential damage. If of the losing Player. Scatter the ball from the
this is 4 or more then the Player has been target Player’s hex.
seriously injured and is removed from the
Steal doubles opponent: the winning Player
game.
takes the ball from the losing Player.
A Striker or a Jack can make a full Run Action as The Throwing Player rolls a Skill test, with
part of a Throw. This counts as a single Throw modifiers based on the distance between the
Action for purposes of modifiers, opponents Throwing Player, and the target hex as follows:
Running Interference, etc. The Player can Dash
and may need to Evade as normal during this 1-3 hexes: No modifier
Run Action.
4-6 hexes: -1 Dice
When you have finished moving, nominate a 7-9 hexes: -2 Dice
target. This must be a teammate or an The maximum distance a Player can Throw a
opponent; or, if you are attempting to Throw a ball is 9 hexes.
Strike, your target is the Strike Hex attached to
the Strike Zone you are standing in. You can This test can also be modified by:
target a Strike Hex even if it has an opposing
Player in, but not if the Throwing Player is -1 dice if the target is a Strike Hex
standing on it themselves. -1 dice if the Player moved or turned
Note that if an opposing Player is standing in during this Throw Action
the Strike Hex you will resolve the Strike -1 dice per opposing Player threatening
attempt first, and then if you fail to score the hex you are in (maximum of –2).
resolve it as if it had been a Throw at the A Throw that gets no successes is called
opposing Player all along (rolling the dice again “inaccurate”.
with the appropriate modifiers).
Throwing a Strike (Jack or Striker)
So how do you know if you can see your target?
Throwing a Strike is a
First, regardless of whether it is a Player or a
Strike Hex, it must lie in your front arc. Throw: Skill test (1)
Secondly, you must have a clear route between
you and your target. Remember that you must
Slamback: Strength test (X). Note that the interrupted Player’s action ends if
the Run Interference test wins or doubles the
-1 per opposing Player threating the hex target Player. Additionally, the opposing team’s
you are in (ignoring the Player Running Rush is over if any of their Players loses the ball
Interference, maximum of -2). as the result of Running Interference.
Any Player may choose to Dodge: Also note that should an Interfering Player
move to block the path of a Strike attempt, the
Dodge: Speed test (X).
active Player will then continue their action
-1 per opposing Player threatening the (including any remaining movement) but may
hex you are in (ignoring the Player be unable to Throw a Strike if they cannot find a
Running Interference, maximum of -2). clear path to the Strike hex.
Compare the total numbers of successes to find Also note that a Player with this ability can use
the outcome: it with an “Any Action” Card, even if they have
already used the ability this game.
Draw: the Players both turn to face directly at
each other.
Evade
Extra Actions A model must Evade whenever they move out
Extra Actions are not Actions in their own right, of a hex that is threatened by an opposing
but instead modify or add to other Actions. Player. Turning within a single hex does not
require an Evade test. You must state out loud
Dash which hex you are intending to move into
A Dash modifies a Run or a Sprint Action. This before you roll to see if you have got there
includes Run Actions that are part of Slams or safely.
Throws. Dash works the same way in both
cases. Move as far as you can with the normal Evade: Agility test (123). Roll each time you
movement allowance for the chosen Action. need to Evade separately.
Then declare that the Player will Dash. You
must state out loud which hex you are This is modified by:
intending to move into (or if the extra
movement is for a turn and in which direction) -1 dice per opposing Player threatening
before you roll to see if you have done it safely. the hex you are moving FROM
(maximum of –2).
Dash: Speed test (123). Roll for each hex/ turn
separately. Evade fails: the Player falls over in the hex they
were moving to. If a loose ball is in that hex
This is modified by: then it scatters. The Action ends, but the Rush
does not. If the Player was carrying the ball
-1 dice per opposing Player threatening when they fell then the Rush ends.
the hex you are moving FROM
(maximum of –2). Evade succeeds: The Player moves into the new
hex safely. If they want to then they can roll to
Dash fails: the Player falls over in the hex he Evade again later on in the same Action (with a
was moving to. If a loose ball is in that hex then target number one higher).
it scatters. The Action ends, but the Rush does
not. If the Player was carrying the ball when Note that a Player falling over as a result of a
they fell then the Rush ends. failed Evade test does not have to make and
Armour Check and will not be injured.
Dash succeeds: The Player gets one extra hex
worth of movement. If this is extending a Sprint Also note that it is possible that a Player will
Action then it could alternatively be spent on need to both Dash and Evade to move to a new
turning a single hex side, as normal. If the hex. In this case, both tests must succeed in
Player wants to they can roll to Dash again (with
However, if the card you have just drawn takes Select a Player at Random
the total number of cheers visible to 3 or more Several different events and other rules require
then all the visible cards are turned over and you to select a Player at random. The process is
placed face down under the Fan Support card the same every time. There are 4 steps:
instead. In return, your team is so inspired by
the crowd’s support that you gain an extra 1. Agree on which Players are eligible to
Coaching Dice. be selected. This is not always the same
group of Players. For example, it could
If you are playing a DreadBall League then the be anyone currently on the pitch (if
total number of cheers (including face-down being sent off for Sneak), or anyone
cheers) you have at the end of the match is who played in that match (for Man of
important. the Match). The Player selected for
Events MUST be presently on the pitch
Note that some Actions can result in more than
to qualify. If there are no Players that
one Fan check being due. In these cases, simply
qualify, then ignore the event.
make each Fan check in turn, taking Coaching
2. Turn over the top card of the draw
Dice as they are earned.
deck.
3. Starting at the top, go down the
random sequence of Player numbers on
the right, one at a time, until the
Note in all cases that while the number of Team Entertain fails: no effect
Action Tokens playable on a single Player may
Entertain succeeds: you may place 1
be changed, any rules covering the sequence in
Cheerleader into play from those remaining on
which Actions must be done remains
your Subs’ Bench, or move one Cheerleader
unchanged.
already in play to a new position. Normal rules
Playbook: for placing Cheerleaders apply.
Cydonia Megalith play, on three! 1-2-HUT! Entertain doubles: as above, but you may place
Playbook fails: no effect and/or move up to 2 Cheerleader models.
Blitz:
They’re making a break for it! Get ready…
Blitz fails: no effect
Alternatively, you can use Exhibition matches to The Corporation being what it is, much of the
purchase different configurations of standard League organization revolves around money –
teams. Maybe you’d like to try a 100mc Brokkr lots of money. DreadBall uses millions of credits
team trading one Striker for an extra Jack, or (mc) for all transactions, as anything smaller is
you want to try using a Support coach and some too tiny for the big leagues to notice.
cheerleaders.
Experience
Players in a League are ranked as well. All
Players start at rank 1 and earn experience
points for doing certain things during games.
Once they gain enough experience they
increase in rank and gain bonuses. A Player
gains 1 experience anytime they generate a Fan
check during a game. Each Player may gain a
maximum of 3 experience per game (not
including Man of the Match and Underdog
bonuses)
MVPs and Free Agents never gain experience.
MVPs never gain experience, and never gain Free Agents (Roll 1d6)
advances. 1 – Brokkr Jack
Free Agents 2 – Z’zor Jack
Free Agents are paid for by Digby (via your 3 – Yndij Striker
Underdog Bonus) to play for a team on a single 4 – Corp. (1) Striker
match basis. This gives the team another Player 5 – Teraton Guard
or two and makes the whole match that much
more exciting. However, their experience is lost 6 – Neo-bot Guard
to the team, so you have to balance letting
them take the lead with getting your own Free Agents (Roll 1d6)
Players to gain experience. Note that even if 1 – Tsudochan Jack
you play two matches in a row with the same
type of Free Agent they never gain experience. 2 – Koris Jack
In reality, they are different individuals as Digby 3 – Z’zor Striker
makes a point of rotating all their Free Agents 4 – Convict Striker
to keep as many as possible at game fitness.
5 – Rin Guard
Make one dice roll on any of the Free Agents 6 – Matsudan Guard
tables below for every whole 10mc you have
left of your Underdog Bonus. Anything less than
10mc is lost. Like every other team member, Free Agents (Roll 1d6)
they are included in the team limit of 14 1 – Robot Jack
Players. Add them to your roster temporarily. A
2 – Zee Jacks (x2)
Free Agent will only ever play for a team for a
single match. If you need another Free Agent 3 – Vlorox Spinpede
for your next match, you must purchase them 4 – Veer-myn Striker
again and roll again.
5 – Forge Father Guard
Free Agent Tables: 6 – Jetari Brawler
11-12 – Blank Spots: Player loses 1 random A Player may only advance a single rank
ability gained from an advancement. If no such between each game.
ability exists, treat this as a Full Recovery, as
above.
Skill Tables
Under Construction
If a Player suffers a penalty to a stat, increase
the number of the stat by one. For example, a Team Revenue
Goblin that lost one point in Skill would go from Revenue and all expenses are measured in
a Skill of 4+ to 5+ (thus becoming worse). If a millions of credits (mc). The money available to
Player gains a penalty in a stat that was already Head Coaches for team development is only a
at 6+, the Player dies and is removed as if they fraction of the total amount of money flowing
had rolled the Fatal result above. around the team – Sponsors, owners,
shareholders, all take a slice of the action, and
Cut Players the various demands on a team’s balance sheet
Additionally, before calculating advances, the mean that the amount of money a coach can
Coach has the opportunity to cut Players from use to build the team might vary for any
his team. Simply select any Players you would number of reasons.
like to fire, and remove them from your Roster.
Team revenue for a match is somewhat
unpredictable as it depends on merchandise
sales, re-broadcast contracts as well as simple
Purchases
With an account full of additional funds,
Coaches may now outfit their teams with new
Players, Coaching Staff, Cheerleaders, or
purchase up to one additional DreadBall card
and one additional Coaching Dice between each
match. This is done just as it would be done in
an Exhibition Match, paying all the same costs
and changing the Team roster accordingly.
Make sure to save some money for hiring Free
Agents and MVPs for your next game!
Team Ranking
Now that all of your purchases have been
completed, it is time to recalculate your Team
Ranking. This is described earlier, simply
recalculate it according to your new Player
costs, Coaching Staff, Cheerleaders, number of
DreadBall cards and Coaching dice, and unspent
cash. Mark this down on your Team roster as
well as on the results card. The card should be
fully filled in at this point, so can be turned over
to the League Sponsor.
If a Player with this ability wants to move into a Dirty Tricks (Any Player)
hex that is occupied by a standing, opposing
Off pitch and on, this Player is renowned for
non-GIANT Player they may try to Brush Aside
rather than Slamming them. This will allow playing a dirty game.
The Player treats Stomp as if it were a Slam, Depending on what each Player chooses, they
being able to make a full Run before making the roll different tests:
attack. If the Player did not start adjacent to the
Feint: Speed test (X).
target, but moved adjacent during this action
then they add 1 dice to their Stomp roll. Note +1 Dice if the Player is Judwan
that in the eyes of the Ref this is still a Stomp +1 Dice if the Player started adjacent to
and is still a foul. the target.
Duck and Weave (Any Player) -1 dice per opposing Player threatening
the hex you are in (ignoring your target,
This Player gets +1 dice on any attempts to maximum of -2).
Dodge.
Driller (Robot/Guard & Jack) Slamback: Strength test (X):
A Player with this ability attacks with their drill -1 dice per opposing Player threatening
as part of a normal Slam. When a Player with the hex you are in (ignoring your target,
this ability doubles a Slam, their opponent maximum of -2).
makes any resultant Armour Check with a -1
modifier to their roll.
Dodge: Speed Test (X):
Feint (Striker or Jack)
-1 dice per opposing Player threatening
Sometimes, getting out of a tight corner is more the hex you are in (ignoring the Feinting
a matter of balance and poise than bluster and
Player, maximum of -2).
noise. Some Players have developed the skill of
wrong-footing their opponents just long enough
to slip past unmolested. Compare the total number of successes to find
the outcome:
On the pitch, a Player with this ability has the
option to attempt a new type of action called Draw: the Players both turn to face directly at
Feint. each other.
A Feint works as follows:
Grizzled (Any Player) 2. Only one Foul! may be called per Team
A Player with this ability is a particularly tough Action Token spent on Players with this
veteran who takes little notice of physical pain. ability. If more than one foul is being
Any opponent making a Slam against this Player perpetrated by the team then the
loses 1 dice in addition to any other modifiers. Coach calling the foul decides which
one to bring to the Ref’s attention.
Foul! cannot be called against Players
Harmonics (Crystallan/any Player)
with this ability when they take actions
from other sources such as free actions
The Player is more powerful if he has other
or cards. However, this limit does not
members of his race nearby.
stop an opposing Coach from also
calling Foul! using Dirty Tricks or Take a
Dive. Note that even though Runaround
A Jump is a 2 hex move (and costs 2 hexes of Unlike regular Guards who cannot Pick up the
movement) and can be part of either a Run or Ball or Catch, a Keeper can (at -1 dice). A Keeper
Sprint action. The first hex you jump over must cannot Throw the ball like a Jack or a Striker,
be occupied by a Player (either standing or on but they do have a unique action called Punt.
the floor). Roll each time you need to Jump If a Keeper wishes to Punt the ball, he simply
separately. places it wherever he wants on the pitch. This is
Jump: Agility test (123). a hugely inaccurate means of getting rid of the
ball. The ball is scattered once, and then once
-1 Dice for each Threat Hex you are in at more from its new position before coming to
the start of your Jump. rest. A Punt can never be used to make a Strike,
and does not end a Rush, unless the ball
Jump fails: the Player falls over in the hex he scatters onto a friendly Player that fails to Catch
was moving to. If a loose ball is in that hex then the ball.
it scatters. The action ends, but the Rush does
not. Note that a Player falling over as a result of Keepers are also trained in interfering with
a failed Jump test does not have to check his Strike attempts. To do this, the Keeper must be
armour and will not be injured. However, if he both inside the Strike Zone, and have the
is carrying the ball then he will drop it and end Throwing Player in their line of sight. If these
the Rush. criteria are met, then the Keeper applies a -1
dice penalty to the Strike attempt, as if they
It is also possible that a Player will need to Dash were threatening the opposing Player. Note
in order to gain the extra movement to Jump that this DOES count towards the maximum
into a new hex. In this case, all Dash tests must threat penalty of -2.
succeed in order for the Jump to be successful.
Roll each separately. If the Player fails any Dash In order to better protect the added investment
attempts that are required for the Jump, the of a Keeper, teams outfit Keepers with
test fails, as above.
For example, if the Player with Stubborn was If the Player falls over in a hex containing a
under 2 threat hexes, (whether from a single loose ball then it scatters. This does not end the
opposing Player with Gotcha, or two opposing current Rush. If the Player was carrying the ball
Players), then they would only suffer -1 to their when he Takes a Dive then the ball scatters and
dice pools rather than -2. If the Player was the Rush ends.
under 3 threat hexes, then they would suffer Teleport (Teraton/Any Player)
the maximum of -2 from threat hexes.
This is used in two ways. In either case, Teleport
is considered a type of movement for purposes
of interacting with other rules.
Tail (Sphyr or Any Player)
1) If a Player with this ability could make a Run
The Player with this ability can use their tail to action then they may choose to use Teleport
fend off attacks from behind. instead. The Player immediately disappears and
reappears up to 4 hexes away facing any
Tail only affects an opponent who is standing in direction. Count the distance for this move as
the Player’s rear arc. A Slam or Steal attempt normal, but ignoring any Players or other
against the Player with Tail is at an additional -1 obstructions on the pitch (effectively allowing
dice modifier. you to Teleport “through” other Players). Note
that Players may Teleport as part of an action
Taking a Dive (Jack or Striker) that includes a “full Run action” and Teleport
may be used in place of a Run.
Each player with this ability may use it once per
match, and each team may use it a maximum of A Player may choose to Teleport onto the pitch
once per Rush (of either side). from the Subs’ Bench. Measure this as normal
Jack 5 4+ 4+ 4+ 4+ 4+ 8 x3
Striker 5 4+ 4+ 4+ 4+ 5+ 10 x3
Guard 5 4+ 4+ 4+ 4+ 4+ 10 x2
Captain (Jack) 5 4+ 4+ 4+ 4+ 4+ 10 - Lucky
Extras: 1 Coaching Die, 2 DreadBall cards
Greenmoon Smackers
Jack 5 5+ 3+ 3+ 4+ 4+ 9 x5
Guard 5 3+ 4+ 4+ 5+ 4+ 13 x3
Captain (Striker) 5 5+ 3+ 3+ 4+ 5+ 11 - A Safe Pair of Hands
Extras: 1 Coaching Dice, 1 DreadBall card
Skittersneak Stealers
Striker 7 4+ 3+ 3+ 5+ 5+ 11 x6
Guard 7 4+ 3+ 3+ 5+ 4+ 12 x2
Captain (Guard) 7 3+ 3+ 4+ 5+ 4+ 14 - Can't Feel a Thing
Extra: 1 DreadBall card
Midgard Delvers
Jack 4 3+ 4+ 5+ 4+ 4+ 9 x3 Stubborn
Striker 4 3+ 4+ 5+ 4+ 5+ 9 x2 Stubborn
Guard 4 3+ 5+ 5+ 4+ 4+ 13 x3 Stubborn
Captain (Striker) 4 3+ 4+ 5+ 4+ 5+ 11 - Stubborn, Grizzled
Extras: 1 Coaching Dice, 1 DreadBall card
Jack 6 4+ 4+ 4+ 4+ 4+ 14 x6 Transform
Striker 5 5+ 4+ 3+ 4+ 5+ - - Transform
Guard 5 3+ 4+ 5+ 4+ 4+ - - Transform
Captain (Guard) 5 3+ 4+ 5+ 4+ 3+ 12 - Steady, Keeper
Extras: 1 Coaching Dice, 1 Dreadball card
Pelgar Mystics
Nemion Oceanics
Jack 6 4+ 4+ 4+ 4+ 4+ 9 x2 Tail
Striker 6 4+ 4+ 4+ 4+ 5+ 12 x4 Tail
Guard 6 4+ 4+ 4+ 4+ 4+ 12 x2 Tail
Captain (Jack) 5 4+ 4+ 3+ 4+ 4+ 12 - Toxic, Gotcha!
Extras: 1 DreadBall card
Rotatek Rockslides
Jack 4 3+ 4+ 5+ 4+ 4+ 9 x2 Steady
Striker 4 3+ 4+ 5+ 4+ 5+ 9 x2 Steady, Grizzled
Guard 4 3+ 4+ 5+ 4+ 4+ 12 x4 Steady
Captain (Guard) 4 3+ 5+ 5+ 6+ 4+ 13 - Driller, Can't Feel a Thing
Extras: 1 Coaching Dice, 1 DreadBall card
Draconis All-Stars
Jack 5 4+ 4+ 4+ 4+ 4+ 11 x2 Prognostic
Striker 5 4+ 4+ 4+ 4+ 5+ 13 x3 Prognostic
Guard 5 4+ 4+ 4+ 4+ 4+ 13 x3 Prognostic
Captain (Jack) 5 4+ 4+ 4+ 4+ 4+ 4+ - Prognostic, Linked
Extras: None
Shan-Meeg Starhawks
Koeputki Kolossals
The Unincorporated
Sulentic Shards
Jack 4 3+ 5+ 5+ 4+ 4+ 10 x3 Harmonics
Guard 4 3+ 5+ 5+ 4+ 4+ 12 x5 Harmonics
Captain (Guard) 4 3+ 5+ 4+ 4+ 4+ 15 - Harmonics
Extras: 1 DreadBall Card
Rallion Roses
Jack 5 4+ 4+ 4+ 5+ 4+ 9 x4 Stench
Striker 5 4+ 4+ 4+ 5+ 5+ 11 x2 Stench
Guard 5 3+ 5+ 5+ 5+ 4+ 20 x1 Mighty,Brush Aside
Captain (Jack) 5 4+ 4+ 5+ 5+ 4+ 14 - Stench, Toxic, Backstab
Extras: 1 DreadBall Card, 2 Coaching Dice
Fran-Taar Philosophers
Jack 5 5+ 4+ 4+ 4+ 4+ 10 x8 Push
Captain (Jack) 6 5+ 4+ 4+ 5+ 4+ 13 - Push, Grizzled
Extras: 2 DreadBall cards
Jack 5 4+ 4+ 3+ 4+ 4+ 12 x2 Phaser
Striker 5 4+ 4+ 3+ 4+ 5+ 15 x3 Phaser
Guard 5 4+ 4+ 3+ 4+ 4+ 15 x1 Phaser
Captain (Jack) 6 3+ 4+ 3+ 4+ 4+ 15 - Phaser, Rule of Law
Extras: 1 DreadBall Card, 1 Coaching Dice
Ukomo Avalanchers
Jack 5 3+ 5+ 5+ 4+ 4+ 9 x4 Teleport
Guard 5 3+ 5+ 5+ 4+ 4+ 14 x4 Teleport
Captain (Guard) 4 3+ 5+ 5+ 4+ 3+ 18 - Teleport, Keeper
Pile Driver
Extras: Defensive Coach
Matsudo Tectonics