Post-game Sequence



a Ski


of the

as a you i


also that Casualty rolls caused

removed from play. Note

other type of action do not

by dungeon hazards or by any earn Star Player Points.

DEFLECTIONS: IX Deflection earns the player 1SPP INTERCEPTIONS: An Interception earns the player 2 SPP.

Note that Star Player Points for causing a Casualty earned even if both players were Knocked Down and

PASSING COMPLETIONS: When a player makes an accurate Pass action which is caught by a team-mate occupying the target square, they are said to have

JSltaJE* Wh6n a player mte aCt'n' and thrown 'i ' a'e said t0 e made a

* Th,Owi C«on earns

MOST VALUABLE PLAYER (MVL- At the end of the game, each coach randomly selec s one player from their team that was eligible to P during this game and that did not suffer a Casualty of 15-16, DEAD. That player receives the Most a u

Player award, earning 4 SPP

.pltr A*

DU'm8 n re Star Player Points (SPP) during the by U Pirate in. Should a player earn games1 ey P -n an advancement.

enough Star Player m , Y legendary

and skills that they have picked up over the course of

I their career in the dungeon.


I he Team Draft list includes boxes in which to keep a tally of each player's achievements during

I a game. Each time a player does something to earn SPPs, you should record it. At the end of the game, I count up the tallies and record that player's total number of SPP.


If an opposition player is Knocked Down as the result of a Block action and removed from play as a Casualty, regardless of which player performed the action, your player is said to have caused a 'Casualty'. Causing a Casualty earns the player 2 SPR


When a player scores that all-important, game-winning touchdown, they earn 5 SPR


When a player successfully interferes with a Pass ac the effect can be dramatic indeed! A Simple Deflects can have a huge impact upon a game, whilst an Interception can completely reverse the flow of play!


Often when a player passes the ball or throws a team mate, something can go wrong. When it goes right, however, it is called a Completion.


Be it for scoring touchdowns or for earning Most Valuable Player awards, the full list of achievements that generate SPP is as follows



once the MVP is determined aFr

can spend them to gain an advancement The spp / . as been c\<Wed7TT'T --

experenced a player is, the more SPP each new advance is

tr-e SPP until they have enough to randomly select a ch, . gam *"'"st A plaver k below The m« some or all of their SPP: V Se'Kt a cha«enstic improvement at lh J "' "« to W

Wh,Ch p0lt they must spend


Choose a Primary skill

..Mxwwniiy jeieci

I a Primary skill

Experienced (first advancement) 3 SPP

I Veteran (second advancement) 4 SPP

Emerging Star (third advancement) 6 SPP

Star (fourth advancement) 8 SPP

Super Star (fifth advancement) 10 SPP

'Legend (sixth advancement) 15 spp

or randomly select a\ Secondary skill



12 SPP

16 SPP

20 SPP

30 SPP

Choose a\ Secondary skill

12 SPP

14 SPP

18 SPP

22 SPP

26 SPP

40 SPP

Randomly select a characteristic improvement

18 SPP

20 SPP

24 SPP

28 SPP

32 SPP

50 SPP

new skills

Each team roster shows the Skill categories available to each player. Players have 'Primary' access to some Skill categories, and 'Secondary' access to others.


Players can gain Skills from their Primary skill categories easily, whilst gaining Skills from their Secondary skill categories is more costly in terms of SPP

Rather than spend SPP on a new Skill, a player may spend SPP to improve a characteristic. To do so, simply reduce the player's SPP by the amount shown on the Advancements table, roll a DI6 on the table below and record the player's improved characteristic on your Team Draft list:



Choosing a Skill is simple; select a Skill category available to the player and choose a Skill from that category that the player does not already have, then reduce the player's SPP by the amount shown on the Advancements table. Finally, record the player s new n your Team Draft list.



When a player gains a random Skill, choose category you wish to generate the Skill from an one after the other, on the Skill table on page r0n m-rolling if the player already has that Skill or i 0 Skill they cannot have) and reduce the playe \ r e amount shown on the Advancements ta e ccord the player's new Skill on your Team

be given Note that, without exception, no player m exarnpie, a new Skill a Skill that they already have (+X) skill may not give a player with the Mighty ect Carrie Skill again in an attempt to improve

Wthe Skill.


Improve either MA or AV by 1 (or choose a Secondary skill).

Improve either MA, PA or AV by 1 (or choose a Secondary skill).

Improve either AG or PA by 1 (or choose a Secondary skill).

Improve either ST or AG by 1 (or choose a Secondary skill).

Improve a characteristic of your choice by 1.

Note that no characteristic can ever be improved more than twice, or above the maximum value shown on page 14. Should you randomly select a characteristic that cannot be improved or that you do not wish to improve, the player may instead choose a Secondary skill.

In the case of Movement Allowance, Strength or Armour Value, this means the characteristic is increased by 1. In the case of Agility or Passing Ability, however, the characteristic is lowered by 1. For example, if a player with AG4 + improves their Agility, the characteristic would become AG3+. If a player with a PA of '- rolls an improvement to its PA, either choose another hsted option, or improve its PA to 6+.


teplayersgain advancements, their value increases.

To reflect this, whenever a player spends SPP to gain an advancement, their Current Value must be increased on the Team Draft list, as described on page 16, by the

amount shown on the table below:


Randomly selected Primary + 10,000 gp skill

Chosen Primary +20,000 gp skill

Randomly selected Secondary +20,000 gp skill

Chosen Secondary +40,000 gp skill

Characteristic Value Improvement Increase

  • 1 AV + 10,000 gp

+1 MA or + 1PA +20,000 gp

1 + 1 AG +40,000 gp

ST +80,000 gp

hiring, firing and temporarily retiringPavers are prone to injury, and even the best P'ayers can find themselves cut from the team or replaced if their injuries outweigh their abilities this Step of the post-game sequence a team may

  • anently hi;eanX

team during this game- that Piayed for the

11 permanently hired meymen-




player suffers a Lasting Injury result on the Cas 9 table, that player may be given time off to recoveT some time off may allow them to return fit and heal for next season should you wish to re-draft yourT (see page 84).

When a player Temporarily Retires (TR), make a note in the appropriate box on your Team Draft List. They remain as part of your team and are not deleted from your Team Draft List. They cannot take part in any further games this season but they will still count towards both the maximum number of players of their type allowed by the team roster, and the 16 player maximum. Finally, whilst their Current Value is counted when workingout Team Value, it is not counted when working out Current Team Value.


In preparation for the next fixture, make sure both

your Team Value and Current Team Value are up to date.

TEAM VALUE (TV): As described on page 20, this is worked out by adding up the current value of all of the team's players, plus the cost of any team re-rolls the team has.

CURRENT TEAM VALUE (CTV): This is worked out exam I as above, but minus the current value of any played suffered a Miss Next Game Casualty table result during this game and will be unavailable to play nextga! - Remember to include the current value of any players that missed this game; they have now recovered fmf their injuries and are fit to play in the next game.