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The large red ball, that has to go through the hoops to score goals. |
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The Snitch is the smallest ball, golden and with tiny wings. Each Player selects a number of Seeker cards from their hand, and reveals them simultaneously. The Player with the highest Seeker total grabs the Snitch and gets 150 points, and the game ends. If the Seeker cards are equal then the Snitch gets away, is sent to the discard pile, and the game continues. |
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Great swooping forward moves give you a brief, but potent, advantage. Add 3 to your dominance. |
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Being trained to pass the ball quickly between players makes your team great to watch and hard to beat. Add 1 to your dominance at the start of your turn. |
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Being trained to pass the ball quickly between players makes your team great to watch and hard to beat. Add 1 to your dominance at the start of your turn. |
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Staying above the opposition helps you keep the ball. Choose a Thing when you play this card. As long as you possess the Quaffle, that Thing is blank. When you score, return Flying High to your hand. |
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Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance. |
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Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance. |
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Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance. |
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A useful tactic until the ref spots you. At the start of your turn add one to your dominance and roll a die; on a 1 destroy this card and give the opposition a penalty goal (10 pts), returning the Quaffle to the centre. You may choose to destroy this card at the end of your turn. |
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A useful tactic until the ref spots you. At the start of your turn add one to your dominance, and roll a die; on a 1 destroy this card and give the opposition a penalty goal (10 pts), returning the Quaffle to the centre. You may choose to destroy this card at the end of your turn. |
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Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up. |
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Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up. |
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Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up. |
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Raise your dominance by one. |
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Raise your dominance by one. |
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Raise your dominance by one. |
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Raise your dominance by one. |
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Unless an opponent has a faster broomstick than yours in play or can discard one from their hand, add two to your dominance score. |
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The opposition are distracted by problems in their lives off the pitch. Pick an opponent - at the start of their turns, drop their dominance by one. Destroy this card when their dominance reaches zero or exceeds yours. |
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At the start of your turn, if your dominance score is lower than that of each opponent, add one to it. |
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At the start of your turn, if your dominance score is lower than that of each opponent, add one to it. |
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"It's all gone quiet over there!" |
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Action |
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Add one to your dominance. The Player with the most points may draw a card. |
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Both your beaters hit the bludger to give it a frightening speed and power. Discard a card to pick an opponent. They miss a turn. You may not choose the Bludger manoeuvre this turn. |
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Pick an opponent. At the beginning of their turn roll a die. On a 1-2 they are unable to draw a card. When they score a goal destroy Match Nerves. |
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At the start of each Player's turn, roll a die. On a 1-3 they can pick a Player whose dominance drops by one. On a 5-6 their dominance drops by one. On a 6 this card is destroyed. |
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Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle. |
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Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle. |
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Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle. |
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Leaving the pitch is a foul and the Quaffle is passed to the Player on its current owner's left. A Pass card may not be played in response. |
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A player can be KO'd by a well-placed bludger. Destroy a player card. |
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A player can be KO'd by a well-placed bludger. Destroy a player card. |
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Play in immediate response to an opponent forcing you to lose the Quaffle - you may retain control of it. |
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Play in immediate response to an opponent forcing you to lose the Quaffle - you may retain control of it. |
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You are awarded a penalty and will score a goal (10 pts, Quaffle to centre) unless an opponent discards two cards to save it. |
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Grabbing hold of an opponent's broom is a despicable tactic. A chosen opponent must discard two cards, but you are caught and must give away a penalty goal (10 pts, Quaffle to centre). You can play this card at any time, even during an opponent's turn. |
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When you see the Seeker going for the snitch the best thing to do is knock him off his broom. |
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When you see the Seeker going for the snitch the best thing to do is knock him off his broom. |
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Sometimes catching the snitch means taking a risk. |
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A Seeker needs to have the safest pair of hands. |
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Obstruction By The Chaser |
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Seeker - Seeker |
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Veering into the path of the opposing Seeker is sneaky but it works. Seeker Card |
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Obstruction By The Chaser |
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Seeker - Seeker |
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Veering into the path of the opposing Seeker is sneaky but it works. Seeker Card |
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Often Seekers will be side by side as they go for the snitch. |
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As soon as you see that snitch you need to be going for it. |
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A Seeker can dive to the ground as if he sees the Snitch in order to make his opposite number crash. Pick a player. That player reveals their hand and discards two Seeker cards. If they had no Seeker Cards, you lose a point of dominance. After you have played this card, you may not Search or play the Golden Snitch for your next three turns. |
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When the Golden Snitch is played, add 1 to your Seeker total (only if Nippy Seeker is in play). |
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You only need to beat an opponent's dominance score by two to choose Bludger as a Manoeuvre, not beat it by three. If you also have Powerful Beater you may use either his ability or this one; you may not use both. |
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When you choose the Bludger Manoeuvre the card your opponent discards must be chosen randomly. If you also have Accurate Beater you may use either his ability or this one; you may not use both. |
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You only need to beat an opponent's dominance score by three to choose Score as a Manoeuvre, not beat it by four. |
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While you possess the Quaffle, opponents may not choose the Snatch manoeuvre unless their dominance beats yours by at least two. |
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When you choose the Outfly manoeuvre, you may draw two cards, then discard two cards. |
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Whenever an opponent scores a goal against you roll a die. On a 5 or 6, the goal is saved and you take possession of the Quaffle. |
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Faster than the average broom. Add one to your dominance at the start of your turn if no opponent has a broomstick card. Destroy Nimbus 2000 when you play another broomstick card. |
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Faster than the average broom. Add one to your dominance at the start of your turn if no opponent has a broomstick card. Destroy Nimbus 2000 when you play another broomstick card. |
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Faster than the Nimbus 2000. Add one to your dominance at the start of your turn if no opponent has a faster broomstick. Destroy Nimbus 2001 when you play another broomstick card. |
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Fastest Broomstick. Add one to your dominance at the start of your turn. No broomstick can save your opponents now. Destroy Firebolt when you play another broomstick card. |
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