Rules

Sevens

Injury Table

2d62d6 StuntyResultDescription
2-72-6Stunned
8-97-8KO’d
109-10Badly hurt
1111Seriously hurt
1212DEAD

Kick Off Event Table

2d6Result
2Get the Ref: Each team gains a free Bribe Inducement.
This Inducement must be used before the end of the game or it is lost.
3Time-out: If the kicking team’s turn marker is on turn 4, 5 or 6 for the half, both coaches move their turn marker back one space.
Otherwise, both coaches move their turn marker forward one space.
4Solid Defence: D3+1 Open players on the kicking team may be removed and set up again in different locations, following all of the usual set-up rules.
5High Kick: One Open player on the receiving team may be moved any number of squares, regardless of their MA, and placed in the same square the ball will land in.
6Cheering Fans: Both coaches roll a D6 and add the number of cheerleaders on their Team Draft list. The coach with the highest total may immediately roll once on the Prayers to Nuffle table.
In the case of a tie, neither coach rolls on the Prayers to Nuffle table.
Note that if you roll a result that is currently in effect, you must re-roll it. However, if you roll a result that has been rolled previously but has since expired, there is no need to re-roll it.
7Brilliant Coaching: Both coaches roll a D6 and add the number of assistant coaches on their Team Draft list. The coach with the highest total gains one extra team re-roll for the drive ahead.
If this team re-roll is not used before the end of this drive, it is lost.
In the case of a tie, neither coach gains an extra team re-roll.
8Changing Weather: Make a new roll on the Weather table and apply that result. If the weather conditions are ‘Perfect Conditions’ as a result of this roll, the ball will scatter before landing.
9Quick Snap: D3+1 Open players on the receiving team may
Immediately move one square in any direction.
10Blitz: D3+1 Open players on the kicking team may immediately activate to perform a Move action. One may perform a Blitz action and one may perform a Throw Team-mate action. If a player Falls Over or is Knocked Down, no further players can be activated and the Blitz ends immediately.
11Officious Ref: Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects one of their players from among those on the pitch. In the case of a tie, both coaches randomly select a player. Roll a D6 for the selected players). On a roll of 2+, the player and the referee argue and come to blows. The player is Placed Prone and becomes Stunned.
On a roll of 1 however, the player is immediately Sent-off.
12Pitch Invasion: Both coaches roll a D6 and add their Fan Factor to the result. The coach that rolls the lowest randomly selects D3 of their players from among those on the pitch. In the case of a tie, both coaches randomly select D3 of their players from among those on the pitch. All of the randomly selected players are Placed Prone and become Stunned

Prayers to Nuffle

D8Result
1Treacherous Trapdoor: Until the end of this
half, every time any player enters a Trapdoor
square, roll a D6. On a roll of 1, the trapdoor
falls open. The player is immediately removed
from play. Treat them exactly as if they had been
pushed into the crowd.
2Friends with the Ref: Until the end of the
next drive, you may treat a roll of 5 o r 6 o n the
Argue the Call table as a “Well, When You Put
It Like That…” result and a roll of 2-4 as an
“I Don’t Care!” result.
3Stiletto: Randomly select one player on your
team that is available to play during the next
drive and that does not have the Loner (X+) trait.
Until the end o f the next drive, that player gains
the Stab trait.
4Iron Man: Choose one player on your team that
is available to play during the next drive and that
does not have the Loner (X+) trait. Until the end
of this game, that player improves their AV b y 1,
to a maximum of 11+.
5Knuckle Dusters: Choose one player on your
team that is available to play during the next
drive and that does not have the Loner (X+) trait.
Until the end of the next drive, that player gains
the Mighty Blow (+ 1 ) skill.
6Bad Habits: Randomly select D3 opposition
players that are available to play during the next
drive and that do not have the Loner (X+) trait.
Until the end of the next drive, those players
gain the Loner (2+) trait.
7Greasy Cleats: Randomly select one opposition
player that is available to play during the
next drive. That player has had their boots
tampered with. Until the end of the next drive,
their MA is reduced by 1.
8Blessed Statue of Nuffle: Choose one player on
your team that is available to play during the next
drive and that does not have the Loner (X+) trait.
Until the end of this game, that