Fouls, Or Kicking Players Who Are Down

 

Attacking player that have been knock over is , of course, strictly against the rules. However, despite the large number of ways in which a player can attack another legally, many resort to the time-honoured tradition of kicking a man when he is down. The referee is supposed to spot and penalise players who use such underhanded tactics but unfortunately, when something nasty happens on the field, the refs are often looking the other way and miss the foul altogether. No wonder the referee is constantly harangued by the crowd!

Normally, players who are prone cannot be attacked. However, when you use this rule, one player per team turn is allowed to take a Foul action. This allows the player to move a number of squares equal to his MA and then make a foul against an opposing player who is both prone and in an adjacent square. The coach nominates the victim, and then makes an armour roll for him, adding +1 to the score. Other players that are adjacent to the victim may assist the player making the foul, and each extra player joining in adds a further +1 to the armour roll.

If the score beats the victims Armour Value then he is injured and a roll is made on the Injury Table to see what has happened to him. However, if the coach rolls a double for the armour roll then – no matter what happens to the victim – the referee spots the foul and sends off the player who committed it for the rest of the match. Assisting players are let off with a severe caution! If the ref spots the foul then the team suffers a turnover and their team turn ends immediately. A coach may not replace a player who has been sent off until after a touchdown has been scored or a half has ended.

Blatant Fouls aren't called after you Get Da Ref. [JJ]

You may argue the call on a Blatant Foul. [JJ]

You may Go For It to commit a foul. [JJ]

Only one skill may be used to modify any die roll. e.g. If you have Dirty Player and Mighty Blow, you must choose which one you are using before you make your foul action. [WD] [JJ]

 

Assisting a foul

Bonuses for assists while fouling affect only the armour roll, not the injury roll. Mighty Blow and Dirty Player affect both armour and injury rolls, and give their plusses in addition to the +1 to penetrate armour. [JJ]

Defensive assists are counted when attempting to foul a player. (4thEd)

The foul is always at least +1, as defensive assists will not negate the foulers own modifier. [ABBA]

 

IGMEOY

When a team commits a foul, the coach takes the I Got My Eye On You counter (IGMEOY). As long as the team holds the IGMEOY counter, any player on that team which commits a Foul will be ejected if he does not roll doubles on the Armour roll. A team not holding the IGMEOY counter fouls as per the normal rules, but must take the counter when they commit a foul. (4thEd)

IGMEOY is used intermittently in ABBA. See Pre-Match Sequence.

 

Arguing The Call

A coach may also"Argue the Call" on a fouling penalty, if his Head Coach figure is available on the sidelines of the playing field. The coach will roll a D6, and on a result of '6' the penalty is overturned. On a result of '2-5' the penalty stands, and on a result of '1' , the penalty stands and the coach himself is ejected as well! A Head Coach who has been ejected may no longer Argue any calls.


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