Available to:-
  • Widowmakers (Black Widows)
  • Hobimps (Black Rock Dwarves, Orcs)
  • Impcrushers * (Gnomes, Thunder Hammer Dwarves)

* Although the Impcrusher can never learn new abilities, it starts with the Cheater abilities Cheapshot and Ruthless as standard, so the hints and tips below are still relevant.

Cheapshot (BASIC)
Cheater Type players are able to take Cheapshot as a Basic Ability. This makes them the only players able to hit downed or dazed players in the attempt to remove them from the pitch. This is through a TACKLE challenge, with the following modifications:-
  • This Tackle challenge will never need an Impact challenge, regardless of the downed players MIGHT.
  • High DODGE players will still be hard to hit, even though they're on the floor!
  • No modifiers are taken into account for rear facing or the +1 modifier for not holding the ball. Only teammates from either side will affect the number of successes needed.
  • You still need to beat the number of successes needed by 2 to force a 6 dice Injury Challenge, and by 3 to force a normal Injury Challenge.
  • If you only beat the number of successes needed by 1, and the target player was dazed, your pathetic attempt will snap them out of the daze and they will become only "downed". This supplies an element of risk, but it is small.
  • A flop will still put your player down, and cause a SiM.

What can be gleaned from this is that a Cheapshot can be viewed as a slightly less risky Tackle. It is great to use against Monsters, or other high MIGHT players, as these will tend to have very low DODGE scores, and no Impact Challenge is needed. They also tend to have high GRIT though, so be careful of immediate retribution should you fail to hurt them!

Cheapshot is also very useful for countering some of your opponent's strategies - just the threat of a cheapshot attack can force them to re-think their plan:
  • Anti-Cutblock. Keeping your cheater near your Troll on an Orc team will make your opponent think twice about sending his cutblock player in!
  • Anti-Sunbathing. Keeping players down while controlling pitch space is a less attractive option for your opponent
  • Anti-Sprinting. Opponent players will think twice about making too many actions using the Sprinter ability

Malicious (ADVANCED)
This is the "momentum generator" for the Cheater Types. You gain an additional point of momentum for dazing a player, and two additional momentum for causing an injury. Given that most Tackle challenges will generate no momentum at all (due to the high number of successes needed), this is quite significant, as it allows you to re-roll your opponent's injury dice if you injure him.

Ruthless (ADVANCED)
This is the "momentum move" for the Cheater Types, and will let you spend momentum instead of JOG to move your Cheater towards a down or dazed player. This can be very powerful, giving your player up to 6 additional hexes or more of movement in extreme cases! You do not need to move in a straight line towards the downed player - as long as the number of hexes between you and the target is less than before, it is a legitimate use of the ability. You can use regular JOG between momentum moves and disengage or shove to build more momentum en-route.


Available to:-
  • Defenders (Desert Dogs, Divine Wind, Orcs, Pharaohs, Siringit)
  • Dwarves (Black Rock Dwarves, Thunder Hammer Dwarves)
  • Dervishes (Desert Dogs)
  • Wrats (Ratmen)
  • Horrors (Samhaino)
  • Dryads (Timberline Elves)

Clipping (BASIC)
Simply put, this ability forces lower MIGHT opponents to take 2 challenge rolls instead of 1 when they wish to disengage from your player. While this doesn't sound that impressive, the chances of flopping most challenges rolls are around 10% so actually you increase your opponent's failure rate a lot just by making him roll that extra set of dice. Positioning is very important to get the most mileage out of this ability, as you want to avoid getting into your opponent's facing where possible to reduce the likelihood that he'll simply tackle your player with the assist. It is also a great pick for Dervishes and Dryads, to counteract their low TACKLE attribute.

Knockback (ADVANCED)
This skill is great for generating lots of momentum, especially on single success shoves. The obvious choice for Dryads and Dervishes, it is also very useful for the Attrition players like the Horror, Dwarves and Wrat which can shove before Tackling to make their attack hurt.

This is the "momentum move" for the Defender Types, and will let you spend momentum instead of JOG to move your Defender towards the goal hex. This can be very powerful, giving your player up to 6 additional hexes or more of movement in extreme cases! You do not need to move in a straight line towards the goal hex - as long as the number of hexes between you and the target is less than before, it is a legitimate use of the ability.


Available to:-
  • Hunters (Black Widows, Divine Wind, Gnolls, Night Elves, Orcs, Razorbacks, Sarcos, Samhaino, Siringit, Timberline Elves, Valkryies)
  • Dwarven Centaurs (Black Rock Dwarves)

Cutblock (BASIC)
This is a great ability as it allows the player to bypass any impact challenge needed when making a Tackle. This makes the hunter very handy against teams with monsters, as just the threat of the cutblock tackle can be enough to keep big guys away from him. Be aware that this ability is wasted against teams with no high MIGHT players, so is probably not worth taking on more than 1 Hunter.
You're player is placed down when you use the ability, but this can actually be beneficial as you're potentially safe from retribution, unless playing teams with a cheater player type on the pitch! This has enormous positional use, as it allows you to get the player deep in your opponent's half relatively safely. Your opponent then has to devote a player to marking the downed cutblocker or risk him doing the same again next available turn. If they mark you with a monster, you have a 50% chance to disengage against TACKLE 4 players which allows you to then use cutblock again - if you fail the disengage you're back where you started...
Drawbacks to the ability are that sometimes it's hard to generate momentum before hitting with the Tackle. Also, against MIGHT 4 players, it may still be worth taking an Impact challenge if you can get behind them, as your chances of passing the challenge are good and the chances of generating extra momentum is 50%. The ability is somewhat less useful on a Dwarven Centaur, as he's MIGHT 4 already so only can use cutblock on Might 5 and above players. Grapple combines nicely with this ability to offset the lack of momentum generation.

Collision (ADVANCED)
This ability allows you to produce more momentum in a Impact/Tackle challenge, which can then be used to force your opponent to re-roll any injury challenge he makes. As you normally need at least 3 successes on a Tackle to have any chance of injuring the opponent, you will most likely only gain extra momentum from the Impact challenge. Against MIGHT 4 players, it could be better to take an Impact challenge instead of using Cutblock (especially from the rear) to maximise your chances of generating momentum.

Beeline (ADVANCED)
This is the "momentum move" for the Hunter Types, and will let you spend momentum instead of JOG to move your Hunter towards the opposing ball carrier. This can be very powerful, giving your player up to 6 additional hexes or more of movement in extreme cases! You do not need to move in a straight line towards the opponent - as long as the number of hexes between you and the target is less than before. Although this is a powerful ability, it's use is limited as you can't use it when you're in possession of the ball, or when it's grounded.


Available to:-
  • Gnomes (Gnomes)
  • Imps (Night Elves)
  • Mecats (Siringit)

Taunt (BASIC)
Allows a little guy to help his teammates by forcing an opponent to change direction (only works after a SIM): this ability can be used to help free up players who are pinned by opponents or open holes for other players to move through without having to disengage. It can also help turn an opponent to make it easier to hit them from behind. Situationally, this can be a very powerful ability.

Quickling (ADVANCED)
This passive ability combines nicely with Taunt doubling the momentum of SIMs for you if you activate this player next.

This ability allows you to move little guys towards any friendly player on the field with equal or lesser grit. This ability is particularly useful for the Gnomes and the Imps because of the amount of little guys on these teams. For the gnomes it is a good way to help reposition multiple teammates into more useful position as well as essentially extending their JOG. This is also an ability that lets you move more than one player a turn if you have momentum and is a great way to burn momentum to avoid giving your opponent momentum if you are intentionally grounding a pass or some other action you think will end in SIM. For Imps this skill is great in that it makes the little speed demons even faster as a cloud and they can build lots of momentum with DISENGAGING from opponents. You will never have left over unusable momentum when you activate a player with this ability!


Available to:-
  • Midfielders (Black Widows, Desert Dogs, Divine Wind, Gnolls, Middle Kingdoms, Orcs, Pharaohs, Ratmen, Razorbacks, Sarcos, Samhaino, Siringit, Timberline Elves, Valkryies)

Rally (BASIC)
Simply put, this player ignores the effects of being Dazed. It could combine well with Steady and Sprinter to ignore the effects of a flopped Dash challenge when trying to place him prone. This ability also allows you to just regularly dash and not worry as much about the consequences, could be great for positioning your player downfield and safe from retaliation without worrying about accidentally dazing yourself on a failed dash.

Helping Hand (ADVANCED)
The player has 'half' of a facing now in his rear 3 hexes - he can assist friendly players, but is still not able to put negative assists on opposing players from his rear hexes. This allows you to help teammates on disengaging, and skill rolls (pick up, throw, catch) without having to worry about your facing. Remember, thought this only affects positive challenges by your players, it doesn't help with shoves or tackles that require an assisting player to be facing an opponent. Also, getting up is not a challenge so this doesn't help because no dice are rolled.

Teammate (ADVANCED)
This is the "momentum move" for the Midfielder Types, and will let you spend momentum instead of JOG to move your player towards any friendly players. This can be very powerful, giving your player up to 6 additional hexes or more of movement in extreme cases! You do not need to move in a straight line towards your team mates - as long as the number of hexes between you and the target is less than before. This is one of the more powerful "momentum moves" as if your Midfielder is in a central position he can move in any direction that puts him closer to his chosen friendly colleague. This can be used to help especially with passes, hand offs and getting to a player to help him up next turn.


Available to:-
  • Deadwoods (Deadlings)
  • Gnomish Contraptions (Gnomes)
  • Ogres/Cyclops/Minotaurs (Middle Kingdoms)
  • Trolls (Orcs)
  • Swinetaurs (Razorbacks)
  • Terrorpins/Leviathans (Sarcos)
  • Tantors (Siringit)
  • Impcrushers* (Gnomes, Thunder Hammer Dwarves)
  • Ice Trolls (Valkryies)

* Although the Impcrusher can never learn new abilities, it starts with the Monster abilities Pummel and Plough as standard, so all the hints and tips below are still relevant.

Pummel (BASIC)
This ability allows you to trade in some of your Tackle dice for increased chances of Injury! This is particularly good on Deadwoods, who are still reliable tacklers on 4 dice rather than 5. Other Monster types could consider dropping a dice when only 1 success is needed, however if the tackle is critical I would suggest not using the ability. As you can see on the table below, losing a Tackle Dice reduces your chances of getting 3 successes on a Tackle challenge by 1/5 for a Deadwood compared to just over 1/4 for a TACKLE 4 monster.

This ability gives your opponent even more reasons to avoid your monster. You get 2 free momentum if you activate him after he's been messed with! The only downside of this is that those pesky cutblock players will be prone and therefore immune to attack. Anyone else though is likely to be in trouble if they hang around after provoking him!

This ability is great for getting extra pace from your monster, assuming you're shoving a player in the direction you want to go! It's different to the other 'momentum' moves because it allows you to ignore disengage attempts, and can be very useful for disrupting an opponent's formation or creating space for other players. This ability also allows you to shove a player out of bounds and then use your saved Jog to get back away from trouble.


Available to:-
  • Safeties (Gnolls, Middle Kingdoms, Pharaohs, Ratmen, Samhaino, Siringit)

Reach (BASIC)
This ability is situationally useful, but bear in mind you're performing any interception attempts on 2 dice, so the action is risky, particularly if your opponent has momentum. If you've got facing on the receiver, it may be better to let him try and make the catch and deal with your player instead of taking the interception.

This ability allows you to intercept without fear of your opponent forcing re-rolls! You get a 36% chance of making the interception, compared to a 16% chance of flopping and being down. A friendly assist if you have one will improve your chances even more! This skill combines very well with reach to make your safety worry the opposition and reposition for throws. It is usually easier to cover the receiver than the thrower with this skill.

This is the most powerful of the Safety abilities, but is also situational - your player can move out of sequence (assuming they don't need to disengage) when your opponent gives you momentum on a SiM. The opportunities presented can be huge, allowing you to move within scoring range, or out of range of an opposing player. The move could even be made to mark an opponent ready to be tackled by another player who can move immediately after you finish your 'free' move. This is a skill that will only see use occasionally but can be a game changer after an opponent fails something critical. Unlike some of the other momentum moves, you don't have any opportunity to 'top up' your momentum as your player doesn't get activated so can't make any challenges during the free move.


Available to:-
  • Strikers (Black Widows, Desert Dogs, Divine Wind, Gnolls, Middle Kingdoms, Night Elves, Pharaohs, Sarcos, Timberline Elves, Valkryies)
  • Couriers (Ratmen)
  • Gorillitaurs (Siringit)

Steal (BASIC)
Steal lets you take the ball from a standing opponent instead of Tackling them. Strikers usually have TACKLE 2, so any roll made using this ability can be risky. The best use for this ability would be against ball-carrying monsters as you don't need to make an impact challenge first. It's also useful against other standard player types, however is more difficult to use against Imps/Mecats due to the number of successes needed. Grapple would be a good choice for a TACKLE 2 Stealer as it reduces your chances of flopping as well as improves your success rate. Stealing is also the only way to obtain possession of the ball during extra time.

This ability enables Strikers to produce heaps of momentum from disengage attempts. It works very well when combined with the Nimble ability. This allows the Striker to build momentum very quickly before performing a key action.

Burst has some great synergies with the Steal ability, allowing you to use momentum after the steal to put further distance between the players once you've taken the ball. It also combines well with Agile which maximizes the chances of generating momentum on a pickup attempt. The ability can work well if you use a Striker as a defensive player, you can steal or pickup the ball, then use burst to move up-field for a pass. Burst can be used at any point during your move, so you can burst to move into an opponent's facing, disengage using JOG, then use burst again with any new momentum generated from the disengage attempt.
You can also use the ability by throwing the ball to the ball in front of the striker, who can then use burst after the pickup next turn for extra movement.

One turn Scoring with Burst
The idea in a nutshell is to place a Striker with the Steal and Burst abilities in the face-off. If you win the face-off, DO NOT go for the pickup during the 'free' face-off action, as you need to pick up the ball in your actual turn before you can use Burst. Shoving is then the most effective action you can make during the face-off. If all goes well, you can then move for the pickup attempt in your turn 1.

Hopefully you can generate enough momentum from these actions to burst the extra hexes you'll need to get to the goal hex. To clarify, there are 10 hexes in the most direct route from the centre hex to the goal. As you need to spend 1 JOG to step in to the centre and pick up the ball, you need a minimum of 5 momentum in order to score with a JOG 6 Striker.

If all goes well, you've managed the score, but bear in mind that using this tactic gives the ball to the other team if you fail, especially if you fail deep in the opponent's half. Worse would be if your striker is still standing, as he will be swarmed by opposing players and tackled. With this in mind, disengages might be better than shoves deep in the opposing half, as a failure puts you on the floor and potential safety.

Ways to improve your success:

  • Declare cheerleaders at the start of your first turn for up to 4 extra momentum!
  • If you're setting up 2nd, position your face-off Striker directly opposite your opponent, so you can shove them sideways (and further out of the way) during the face-off action.
external image Face-offSymetrical.jpg
  • The Buff, Agile and Nimble abilities on your Striker would all help improve your chances of getting momentum and also reduce flops.
  • You can use Burst at any point during your action, which means that if you don't have enough combined momentum and Jog to reach the goal, you can burn some momentum first to save your JOG in order to perform additional disengage attempts to try for some more.
  • If you have no JOG remaining, You can shove players to continue your burst run and also attempt to generate more momentum.
  • If you have existing momentum, you could consider re-rolling flopped dice for a 5/6 chance of gaining more. Rolling a success nets you 2 momentum back for your 1 spent.
  • Check the positioning of the player in the Guardian circle - normally their facing leaves one exposed path to the Goal hex where you can travel without the need for a disengage.

Ways you can reduce the chances of your opponent scoring with Burst:

These stragies focus on 2 points - making challenges harder for the opponent (so less chance of generating enough momentum) and increasing the number of challenges required (so more chance of rolling a failure or flop).
  • Where possible set up a high MIGHT, high TACKLE player for the face-off. A bribe and a Monster would make it a lot harder for your opponent to win, but a Defender or similar player would also be a good choice.
  • Set up a high MIGHT, high TACKLE player in the Guardian circle.
  • Turn the player in the Guardian circle so he is facing the goal hex (rather than the face-off circle). This pevents your opponent using burst to move into the goal (as they'd need a disengage), while also forcing them to make an additional shove or disengage attempt.
  • A player with Buff would help with winning the face-off challenge, or at least with reducing the chances of a flop. The Clipping ability would also force the opponent to make another dice roll if you set up as per the previous point.
  • If you get to set up 2nd, set a player on the same side of the face-off circle as your opponent. This means he can't shove you to the side, so needs to make an additional shove or disengage attempt once he's secured the ball.
external image Face-offAssymetric.jpg


Available to:-
  • Throwers (Black Widows, Desert Dogs, Middle Kingdoms, Orcs, Pharaohs, Ratmen, Samhaino, Siringit, Timberline Elves, Valkyries)

Scramble (BASIC)
This ability is potentially game changing, as it allows your Thrower to move and still throw at long range! You must add 1 to the number of successes needed when you use this ability, but when throwing shorter distances, the ability also helps reduce the number of successes required, as the additional 2 successes for throwing over half range now only applies to throws longer than 9 hexes.
A thrower with Scramble can choose:
  • not to use the ability and throw up to 3 hexes before or after moving for 1 success needed
  • to use Scramble to throw from 4 to 9 hexes before or after moving for 2 successes needed
  • not to use Scramble to throw for 9 or more hexes without moving for 3 successes needed
  • to use Scramble to throw for 9 or more hexes before or after moving for 4 successes needed

The Thrower earns double momentum on any throw challenge. This is very handy especially combined with short passes as the chances of extra successes is greater.

Lead Pass (ADVANCED)
This ability can be used to move any receiver with momentum after you've thrown the ball. This is a very powerful ability as it allows players previously out of scoring range to be moved closer to the goal hex, or move your recevier out of tackling range from opposing players so long as they don't need to disengage.


Available to:-
  • Ghouls/Vamplings/Werelings/Wights (Deadlings)
  • Zombies/Skeletons (Deadlings)
  • Any player from the Samhaino race can gain the Fear Basic Ability (but neither of the advanced abilities)

Fear (BASIC)
This ability can make your Samhaino or basic/specialist Deadlings a little tougher to tackle by forcing impact challenges for any player who wouldn't need to make one ordinarily to block this player and no momentum can be earned from this. Also this negates cutblock and steal abilities to ignore impacts. This can be a valuable tool especially for protecting key players without risking giving up momentum. This roll is usually easily overcome by opponents, but ever die they roll is an opportunity for a SiM.

Everlasting (ADVANCED)
This ability maximises your chances of staying on the pitch, and is very useful for the Deadlings due to their high GRIT but and low DODGE. This ability combines really well with resilient to keep your ghoulies on the pitch and then jump back up the next turn unphased and unscathed. The Deadlings rely on attrition to help them win, and this ability really helps keep your numbers up on the pitch.

Shamble (ADVANCED)
This ability is the undead momentum movement ability. It costs double what most move abilities do, but it is not hampered by disengaging and can be any direction - this can give your Specialist players additional speed. The Disengage aspect is very beneficial as the Deadling midfielders in partcular have poor DODGE, so can use the ablility to break away from high TACKLE and MIGHT opponents where you would otherwise be pinned. This ability can also combine well with 2 cheerleaders when you really need to move that cadaver out of a stickly situation.