Our Alternative Kick-Off Table
Posted: Tue Feb 10, 2004 8:41 am
There has been a lot of discussion about the kick-off table. We weren't happy with the current kick-off table, so we decided to change it a bit.
Here is the Kick-Off Table we use in the Blood Bowl League of Extraordinary Gentlemen. Maybe you like it, maybe you don't. At least we do
Comments are welcome. I'm sure, there is still many typos, but ignore them. Proof-reading isn't done yet.
KICK-OFF TABLE
2 SPECIAL EVENT. Roll on Kick-off Events Table.
3 GET THE REF. The ref has been convinced that the other
team is playing fair. Each coach rolls 2D6 and adds their
Fan Factor the the score. The coach with the higher score
can argue the call on a 4+ instead of the usual 6 for the
rest of the half. If the score is tied, both teams can argue
the call on a 4+.
4 PERFECT DEFENCE. The kicking team's coach may
reorganize his players. The receiving team must remain in
the setup chosen by their coach.
5 CHEERING FANS. Each coach rolls D6 and adds their Fan
Factor and the number of cheerleaders in their team to
the score. The side with the highest score gets a bonus
reroll for this half. Reroll any ties.
6 BAD KICK. The ball scatters 2D6 squares on the kickoff.
Roll a scatter after each D6.
7 CHANGING WEATHER. Roll D6. On 1-3 the weather gets 1
step warmer, on 4-6 the weather gets 1 step colder.
8 QUICK SNAP. The offence start their drive a fraction
before the defence is ready. All of the players on the
receiving team are allowed to move one square. This is a
free move and may be made into any adjancet empty
square, ignoring tackle zones. It may be used to enter the
opposing half of the pitch.
9 BRILLIANT COACHING. Each Coach Rolls a D6 and adds
the number of assistant coaches in their team to the score.
The side with highest score gets a bonus reroll for this half.
Reroll any ties.
10 BLITZ! The kicking team gets a bonus team turn and may
move before the receiving team.
11 THROW A ROCK. Each coach rolls 2D6 and adds their
team's Fan Factor to the score. The high scorer's fans throw
a rock. Decide randomly which player in the other team
was hit (players in the dugout are not eligible) and roll for
the effects of the injury right away (no AV roll is required).
If the rolls are tied, fans throw a rock at both teams!
12 SPECIAL EVENT. Roll on Kick-off Events Table.
KICK-OFF EVENTS TABLE
11 STREAKER. A Fan has managed to elude the officials and get onto the field absolutely naked! Unfortunately Blood Bowl fans are not renowned for their good looks so rather than being a pleasant experience for the nearest players it actually puts them off their game. The streaker is placed in any available space before the ball bounces. The streaker is moved by the team with the lowest Team Rating. The streaker cannot attack any player or touch the ball. The streaker is so annoying to the team whose half they are in that the team may not use any of their Rerolls as long as the streaker remains in their half of the field. The streaker stays on the field until injured, pushed off, a touchdown is scored or the hald ends. The streaker moves after both teams have completed a down. Streakers stats are: MA 4, ST/AG 3 and AV 7 with Dodge, Stunty, Sidestep and Jump Up skills. Roll a scat for every point of movement. If the streaker enters a square where is already a player, the disgusted player is pushed back.
12BOOING FANS. Each coach rolls a D6 and adds their team’s Fan Factor to the score. The side with the lowest score loses 2 rerolls, having felt the disgruntled effects of their supporters. If a tie, both teams lose 2 rerolls until the end of game.
13BAD INTERVIEW. Each coach rolls 2D6. A randomly selected player of the team with the lowest score has given a bad interview of the opposing team and made the opposing players mad as hell. The opposing team may foul this player as many times per turn as they wish until the end of the game. In the first round, the ref sends foulers out only on a 6, After the first round, he will send fouling players out normally.
14 PITCH INVASION. Each coach rolls 2D6 and adds their Fan Factor to the score. Highest score wins, injuring D6 randomly selected players on the losing team. Roll for the effects of the injuries straight away (no AV roll is required). If the rolls are tied, the fans attack both teams.
15 IN TO THE CROWD. It pays to have a life insurance if you go to watch a Blood Bowl match. It’s not just the players who are in for a beating. Roll a D6 for each and every player in both squads. On a 1, the player has dived into the crowd to teach them a thing or two about manners and will be unavailable for this drive. Affected teams can set up again before play begins with whatever players they still have available.
16 RIOT. The riot holds the game up. Roll d6. On a 6, the turn counter is moved one turn back. On 1-5 the turn counters are moved 1-5 rounds forward.
21 STAR REPORTER. One of the intrepid sideline reporters has decided to conduct an impromptu interview with an on-field star player in an attempt to be the first to get the story of the day. Unfortunately for the player, the interview has overrun and the game has kicked off! Each coach rolls 2D6 and adds their Fan Factor to the score. The highest scoring coach has to pick his most experienced player (most SPPs) and place him on the corner of sideline and half-way line. That player is desperately trying to conclude the interview and get back to the game. Whilst mid-interview the player can do nothing at all and has no Tackle Zone. The player can be blocked and fouled normally by the opposing team players. However, the interviewed has stand firm during the interview! Each turn he can attempt to wrap up the interview by passing an AG test (no modifiers) or just punch the reporter in the face (make an Injury roll). Both result in the Interview ending allowing the player to rejoin the game as normal next turn. Unfortunately, the heavy handed punch option doesn’t go down too well with the broadcast networks. For this the player’s team will lose -1 point from their Fan Factor permanently.
22 HELPFUL WIZARD. Each coach rolls 2D6 with no modifiers. The highest scoring coach gets a wizard. He may be used until next touchdown is scored or the half ends.
23 LOST HIS WATCH. Check number 54.
24 I NEED A DUMP. Each coach rolls 2D6. Reroll any ties. A random player of the lowest scoring team is affected by the terrible call of nature. That player has -2 MA -1ST -1 AG until he is knocked down. When the player is knocked down, he craps in his pants. He may then ignore the negative modifiers. However, players of both teams treat him as he had foul appearance until a touchdown is scored or the half end .
25 WHERE’S THE APO? The apothecary has gone missing. Each coach rolls 2D6 with no modifiers. The lowest scoring team loses its apothecary until the next touchdown is scored or the half ends.
26 JUMP START. One Player from the kicking team gets one free blitz against the opposition. Unfortunately this is under the watchful eye of the referee and is construed by the referee exactly the same as a foul action.
31 MY HEAD HURTS. Last nights festivities have caught up. Roll D6. Reroll any ties. A random player on the pitch on the losing team has been out on an all night and it’s finally catching up with him. The player has Bonehead for the rest of the game.
32 HOT DOGS! Just as the game gets underway a hotdog vendor has strayed onto the field having spotted a niche in the market what with all those guys out there sweating buckets no refreshment. The coach of the kicking team sets him up in any available space on the field. After every team turn the hotdog vendor moves about just like a Ball & Chain loony with MA of 4 except that he doesn’t attack anyone, he just loses that Move point. Roll a D6 after he has finished moving. On a roll of 1 he has run out of supplies and leaves the field. Any player that subsequently starts its team turn adjacent to the vendor may do nothing at all for that turn except eat burgers, drink fizzy pop, chat about the weather, and so on. Only the ball carrier can ignore the vendor and is free to take actions as normal regardless of the vendor’s position. By expending a Team Reroll you can override and nullify the vendor’s effects on your players for this turn.
33 AUTOGRAPH HUNTER. An avid fan has dashed onto the field intent on securing his the signature of his hero. Each coach rolls a D6 and adds their team’s Fan Factor?to the score. A randomly selected player of the team with the lowest score is harrassed by the fan. Place an Autograph Hunter token in any empty space in the target player’s tackle zone. Whilst the fan is present that player suffers a -1 modifier to his ST and AG and may not use any of his skills (traits can be used). Wherever the player moves the fan follows (place him in any available space as close as possible). The besieged player has two options, do the honourable thing and sign the autograph or knock the irritating squirt’s lights out! If the player decides to sign, he may do nothing else this turn except sign. Make an Agility roll, subtracting -1 for each opposing tackle zone the player is in. If you make the roll, you successfully sign and the fan goes away happy. Otherwise, the player fails to complete the signature and will be stuck with the adoring fan for another turn. Unfortunately, not all autograph hunters are what they appear, some low down coaches have been known to pay fans to sneak a contract under the unsuspecting player’s nose so that he unwittingly signs over to the other team! Roll D6. Ona roll of 1, the fan turns out to be an agent for the other team, the paper is in fact a contract and the player has just signed it! From this moment on until the end of the game the player belongs to the other team, controlled just like any of their other players. If the player decides to punch fans lights out , he may make a Block or Blitz action. No block or AV roll is required. Just roll on the Injury table straight away and remove the fan from the field. The player may claim SPPs If he causes a casualty. Unfortunately this may produce an adverse effect amongst the fans. If the fan is seriously injured or dies, players team’s Fan Factor is permanently reduced by -1 point.
34 ITS TOO EASY. Check number 55.
35 GREAT KICK. The kicking teams coach may place the ball in any square of the receiving teams half, without scattering or bouncing.
36 MASCOT. Check number 65.
41 CHEERLEADERS! Having just performed an overlong routine the joyous bundles have got caught up in the game. If you have Cheerleaders on your team roster place them all anywhere inside your own half of the field, but at least four spaces away from all edges and the halfway line. This affects both teams. Normally most cheerleaders attempt to leg it to safety, but some have been known to lend a hand to the boys. In your turn you can move your Cheerleaders about just like normal players. They have a MA 3 and may ignore any tackle zones. Cheerleaders can step off the field freely without getting beat up by fans, but once off cannot come back on. They may not touch the ball or throw blocks but otherwise they follow all the normal rules ie, can make fouls, lend assists, have tackle zones and can attack other cheerleaders as below. Failure to Go For It results in automatic injury. Any player/Cheerleader may Block or Blitz opposing Cheerleaders. Simply roll for injury straight away (no block or AV roll required) and remove the model from the field. A player can keep any SPPs for casualties so caused. In addition, if a Cheerleader is killed, the team should instantly erase it from their roster and badly hurt/seriously injured Cheerleaders can’t cheer for the rest of the game.
42 HARD REF. This Ref hates fouling. He will send off anyone commiting a foul on a 4+.
43 GREAT KICK. Check number 35.
44 GREASY BALL. The kicking team has covered the ball in oil. The first attempt at picking up the ball is made at -2. If picking up the ball fails, the ball scatters 3 times. After this the oil is wiped off and all further attempts are made as normal.
45 I GOT THE BALL! As the Kick-off takes place, a grazed fan comes sprinting onto the field Intent on stealing the match ball. Roll D4 to see from which corner does the fan run to the field. The crazed fan is controlled by the coach not in possession of the ball. The fan moves after both teams have completed a down. The fan moves straight for the ball, blocking the ball carrier if necessary. Stats: M4 ST3 AG3 AV7. Skills: Strip Ball, Jump Up, Dodge. Any player can attack the fan normally. If the fan does get the ball, he stops and waves his hands and yells “I Got the Ball!” until he is knocked down. If the fan is knocked down but not injured, he will do his best to get the ball back again until he is injured, a touchdown is scored or the half ends.
46 STREAKER. Check number 11.
51 GREAT KICK. Check number 35.
52 JUMP START. Check number 26.
53 GREASY BALL. Check number 44.
54 LOST HIS WATCH. Each coach rolls 2D6 with no modifiers. The highest scoring coach may move both players’ turn counters one turn back or forward. The referee has lost his watch, and the winning coach has convinced him of the correct time.
55 ITS TOO EASY. The Team who are in the lead may not use any re-rolls until the next touchdown is scored or the half ends. If the scores are tied then this result has no effect.
56 BOOING FANS. Check number 12.
61 JUMP START. Check number 26.
62 RIOT. Check number 16.
63 PITCH INVASION. Check number14.
64 GREASY BALL. Check number 44.
65 MASCOT. Both coaches roll 2D6. Reroll any ties. The Mascot of the highest scoring team runs to the field. The mascot may blitz any opposing player of his choice. He may ignore all tackle zones and assists as all of the players are too ovewhelmed to do anything. After the first blitz, the mascot gets to its senses and tries to leave the field.The Mascot has M4 ST2 AG2 AV8. He also has Frenzy. After the first blitz the mascot can be blocked normally. If the mascot is seriously injured or killed, the opposing team gets a permanent +1 to the Fan Factor. The mascot moves on its teams turn.
66 THUNDERSTORM. Suddenly the weather changes drastically. Treat the weather as Pouring Rain. Lightnings strike the field. Roll a D6 after every turn. On a roll of 1 the lightning strikes the field. The square is determined from the square in which the ball is. First roll a scat and move a token 3 squares . Repeat this two more times. This is the square in which the lightining hits. If the lightning hits a player, the player is badly hurt. Players in surrounding squares are knocked down face up.
Here is the Kick-Off Table we use in the Blood Bowl League of Extraordinary Gentlemen. Maybe you like it, maybe you don't. At least we do

Comments are welcome. I'm sure, there is still many typos, but ignore them. Proof-reading isn't done yet.
KICK-OFF TABLE
2 SPECIAL EVENT. Roll on Kick-off Events Table.
3 GET THE REF. The ref has been convinced that the other
team is playing fair. Each coach rolls 2D6 and adds their
Fan Factor the the score. The coach with the higher score
can argue the call on a 4+ instead of the usual 6 for the
rest of the half. If the score is tied, both teams can argue
the call on a 4+.
4 PERFECT DEFENCE. The kicking team's coach may
reorganize his players. The receiving team must remain in
the setup chosen by their coach.
5 CHEERING FANS. Each coach rolls D6 and adds their Fan
Factor and the number of cheerleaders in their team to
the score. The side with the highest score gets a bonus
reroll for this half. Reroll any ties.
6 BAD KICK. The ball scatters 2D6 squares on the kickoff.
Roll a scatter after each D6.
7 CHANGING WEATHER. Roll D6. On 1-3 the weather gets 1
step warmer, on 4-6 the weather gets 1 step colder.
8 QUICK SNAP. The offence start their drive a fraction
before the defence is ready. All of the players on the
receiving team are allowed to move one square. This is a
free move and may be made into any adjancet empty
square, ignoring tackle zones. It may be used to enter the
opposing half of the pitch.
9 BRILLIANT COACHING. Each Coach Rolls a D6 and adds
the number of assistant coaches in their team to the score.
The side with highest score gets a bonus reroll for this half.
Reroll any ties.
10 BLITZ! The kicking team gets a bonus team turn and may
move before the receiving team.
11 THROW A ROCK. Each coach rolls 2D6 and adds their
team's Fan Factor to the score. The high scorer's fans throw
a rock. Decide randomly which player in the other team
was hit (players in the dugout are not eligible) and roll for
the effects of the injury right away (no AV roll is required).
If the rolls are tied, fans throw a rock at both teams!
12 SPECIAL EVENT. Roll on Kick-off Events Table.
KICK-OFF EVENTS TABLE
11 STREAKER. A Fan has managed to elude the officials and get onto the field absolutely naked! Unfortunately Blood Bowl fans are not renowned for their good looks so rather than being a pleasant experience for the nearest players it actually puts them off their game. The streaker is placed in any available space before the ball bounces. The streaker is moved by the team with the lowest Team Rating. The streaker cannot attack any player or touch the ball. The streaker is so annoying to the team whose half they are in that the team may not use any of their Rerolls as long as the streaker remains in their half of the field. The streaker stays on the field until injured, pushed off, a touchdown is scored or the hald ends. The streaker moves after both teams have completed a down. Streakers stats are: MA 4, ST/AG 3 and AV 7 with Dodge, Stunty, Sidestep and Jump Up skills. Roll a scat for every point of movement. If the streaker enters a square where is already a player, the disgusted player is pushed back.
12BOOING FANS. Each coach rolls a D6 and adds their team’s Fan Factor to the score. The side with the lowest score loses 2 rerolls, having felt the disgruntled effects of their supporters. If a tie, both teams lose 2 rerolls until the end of game.
13BAD INTERVIEW. Each coach rolls 2D6. A randomly selected player of the team with the lowest score has given a bad interview of the opposing team and made the opposing players mad as hell. The opposing team may foul this player as many times per turn as they wish until the end of the game. In the first round, the ref sends foulers out only on a 6, After the first round, he will send fouling players out normally.
14 PITCH INVASION. Each coach rolls 2D6 and adds their Fan Factor to the score. Highest score wins, injuring D6 randomly selected players on the losing team. Roll for the effects of the injuries straight away (no AV roll is required). If the rolls are tied, the fans attack both teams.
15 IN TO THE CROWD. It pays to have a life insurance if you go to watch a Blood Bowl match. It’s not just the players who are in for a beating. Roll a D6 for each and every player in both squads. On a 1, the player has dived into the crowd to teach them a thing or two about manners and will be unavailable for this drive. Affected teams can set up again before play begins with whatever players they still have available.
16 RIOT. The riot holds the game up. Roll d6. On a 6, the turn counter is moved one turn back. On 1-5 the turn counters are moved 1-5 rounds forward.
21 STAR REPORTER. One of the intrepid sideline reporters has decided to conduct an impromptu interview with an on-field star player in an attempt to be the first to get the story of the day. Unfortunately for the player, the interview has overrun and the game has kicked off! Each coach rolls 2D6 and adds their Fan Factor to the score. The highest scoring coach has to pick his most experienced player (most SPPs) and place him on the corner of sideline and half-way line. That player is desperately trying to conclude the interview and get back to the game. Whilst mid-interview the player can do nothing at all and has no Tackle Zone. The player can be blocked and fouled normally by the opposing team players. However, the interviewed has stand firm during the interview! Each turn he can attempt to wrap up the interview by passing an AG test (no modifiers) or just punch the reporter in the face (make an Injury roll). Both result in the Interview ending allowing the player to rejoin the game as normal next turn. Unfortunately, the heavy handed punch option doesn’t go down too well with the broadcast networks. For this the player’s team will lose -1 point from their Fan Factor permanently.
22 HELPFUL WIZARD. Each coach rolls 2D6 with no modifiers. The highest scoring coach gets a wizard. He may be used until next touchdown is scored or the half ends.
23 LOST HIS WATCH. Check number 54.
24 I NEED A DUMP. Each coach rolls 2D6. Reroll any ties. A random player of the lowest scoring team is affected by the terrible call of nature. That player has -2 MA -1ST -1 AG until he is knocked down. When the player is knocked down, he craps in his pants. He may then ignore the negative modifiers. However, players of both teams treat him as he had foul appearance until a touchdown is scored or the half end .
25 WHERE’S THE APO? The apothecary has gone missing. Each coach rolls 2D6 with no modifiers. The lowest scoring team loses its apothecary until the next touchdown is scored or the half ends.
26 JUMP START. One Player from the kicking team gets one free blitz against the opposition. Unfortunately this is under the watchful eye of the referee and is construed by the referee exactly the same as a foul action.
31 MY HEAD HURTS. Last nights festivities have caught up. Roll D6. Reroll any ties. A random player on the pitch on the losing team has been out on an all night and it’s finally catching up with him. The player has Bonehead for the rest of the game.
32 HOT DOGS! Just as the game gets underway a hotdog vendor has strayed onto the field having spotted a niche in the market what with all those guys out there sweating buckets no refreshment. The coach of the kicking team sets him up in any available space on the field. After every team turn the hotdog vendor moves about just like a Ball & Chain loony with MA of 4 except that he doesn’t attack anyone, he just loses that Move point. Roll a D6 after he has finished moving. On a roll of 1 he has run out of supplies and leaves the field. Any player that subsequently starts its team turn adjacent to the vendor may do nothing at all for that turn except eat burgers, drink fizzy pop, chat about the weather, and so on. Only the ball carrier can ignore the vendor and is free to take actions as normal regardless of the vendor’s position. By expending a Team Reroll you can override and nullify the vendor’s effects on your players for this turn.
33 AUTOGRAPH HUNTER. An avid fan has dashed onto the field intent on securing his the signature of his hero. Each coach rolls a D6 and adds their team’s Fan Factor?to the score. A randomly selected player of the team with the lowest score is harrassed by the fan. Place an Autograph Hunter token in any empty space in the target player’s tackle zone. Whilst the fan is present that player suffers a -1 modifier to his ST and AG and may not use any of his skills (traits can be used). Wherever the player moves the fan follows (place him in any available space as close as possible). The besieged player has two options, do the honourable thing and sign the autograph or knock the irritating squirt’s lights out! If the player decides to sign, he may do nothing else this turn except sign. Make an Agility roll, subtracting -1 for each opposing tackle zone the player is in. If you make the roll, you successfully sign and the fan goes away happy. Otherwise, the player fails to complete the signature and will be stuck with the adoring fan for another turn. Unfortunately, not all autograph hunters are what they appear, some low down coaches have been known to pay fans to sneak a contract under the unsuspecting player’s nose so that he unwittingly signs over to the other team! Roll D6. Ona roll of 1, the fan turns out to be an agent for the other team, the paper is in fact a contract and the player has just signed it! From this moment on until the end of the game the player belongs to the other team, controlled just like any of their other players. If the player decides to punch fans lights out , he may make a Block or Blitz action. No block or AV roll is required. Just roll on the Injury table straight away and remove the fan from the field. The player may claim SPPs If he causes a casualty. Unfortunately this may produce an adverse effect amongst the fans. If the fan is seriously injured or dies, players team’s Fan Factor is permanently reduced by -1 point.
34 ITS TOO EASY. Check number 55.
35 GREAT KICK. The kicking teams coach may place the ball in any square of the receiving teams half, without scattering or bouncing.
36 MASCOT. Check number 65.
41 CHEERLEADERS! Having just performed an overlong routine the joyous bundles have got caught up in the game. If you have Cheerleaders on your team roster place them all anywhere inside your own half of the field, but at least four spaces away from all edges and the halfway line. This affects both teams. Normally most cheerleaders attempt to leg it to safety, but some have been known to lend a hand to the boys. In your turn you can move your Cheerleaders about just like normal players. They have a MA 3 and may ignore any tackle zones. Cheerleaders can step off the field freely without getting beat up by fans, but once off cannot come back on. They may not touch the ball or throw blocks but otherwise they follow all the normal rules ie, can make fouls, lend assists, have tackle zones and can attack other cheerleaders as below. Failure to Go For It results in automatic injury. Any player/Cheerleader may Block or Blitz opposing Cheerleaders. Simply roll for injury straight away (no block or AV roll required) and remove the model from the field. A player can keep any SPPs for casualties so caused. In addition, if a Cheerleader is killed, the team should instantly erase it from their roster and badly hurt/seriously injured Cheerleaders can’t cheer for the rest of the game.
42 HARD REF. This Ref hates fouling. He will send off anyone commiting a foul on a 4+.
43 GREAT KICK. Check number 35.
44 GREASY BALL. The kicking team has covered the ball in oil. The first attempt at picking up the ball is made at -2. If picking up the ball fails, the ball scatters 3 times. After this the oil is wiped off and all further attempts are made as normal.
45 I GOT THE BALL! As the Kick-off takes place, a grazed fan comes sprinting onto the field Intent on stealing the match ball. Roll D4 to see from which corner does the fan run to the field. The crazed fan is controlled by the coach not in possession of the ball. The fan moves after both teams have completed a down. The fan moves straight for the ball, blocking the ball carrier if necessary. Stats: M4 ST3 AG3 AV7. Skills: Strip Ball, Jump Up, Dodge. Any player can attack the fan normally. If the fan does get the ball, he stops and waves his hands and yells “I Got the Ball!” until he is knocked down. If the fan is knocked down but not injured, he will do his best to get the ball back again until he is injured, a touchdown is scored or the half ends.
46 STREAKER. Check number 11.
51 GREAT KICK. Check number 35.
52 JUMP START. Check number 26.
53 GREASY BALL. Check number 44.
54 LOST HIS WATCH. Each coach rolls 2D6 with no modifiers. The highest scoring coach may move both players’ turn counters one turn back or forward. The referee has lost his watch, and the winning coach has convinced him of the correct time.
55 ITS TOO EASY. The Team who are in the lead may not use any re-rolls until the next touchdown is scored or the half ends. If the scores are tied then this result has no effect.
56 BOOING FANS. Check number 12.
61 JUMP START. Check number 26.
62 RIOT. Check number 16.
63 PITCH INVASION. Check number14.
64 GREASY BALL. Check number 44.
65 MASCOT. Both coaches roll 2D6. Reroll any ties. The Mascot of the highest scoring team runs to the field. The mascot may blitz any opposing player of his choice. He may ignore all tackle zones and assists as all of the players are too ovewhelmed to do anything. After the first blitz, the mascot gets to its senses and tries to leave the field.The Mascot has M4 ST2 AG2 AV8. He also has Frenzy. After the first blitz the mascot can be blocked normally. If the mascot is seriously injured or killed, the opposing team gets a permanent +1 to the Fan Factor. The mascot moves on its teams turn.
66 THUNDERSTORM. Suddenly the weather changes drastically. Treat the weather as Pouring Rain. Lightnings strike the field. Roll a D6 after every turn. On a roll of 1 the lightning strikes the field. The square is determined from the square in which the ball is. First roll a scat and move a token 3 squares . Repeat this two more times. This is the square in which the lightining hits. If the lightning hits a player, the player is badly hurt. Players in surrounding squares are knocked down face up.