Morkboll Single V 1.0
Morkboll Single V 1.0
Morkboll Single V 1.0
M L R K
B o L Vers
ion 1
2
Contents
4. Team Names MÖRK BOLL is
6. How to Create a Team a 28mm miniatures agnostic game.
7. BOLLER Names You can use any miniatures you
8. Star BOLLERs
9. BOLLER Numbers already own or build custom minis
10. Stats for this game.
11. Health
12. Flaws and Feats Grab some dice, some miniatures,
14. Tuck Shop
16. States and Properties and a 20 inch by 11 inch table and
17. Scrolls you are ready to play.
18. Reading Scrolls
19. Calamity Table
20. Mascots
22. Making Tests
Measuring
23. Opposed Rolls
Measurements are in inches and you
24. Movement can pre-measure.
25. Activating a Model
26. Actions
28. Actions Continued Dice Rolls
29. Reactions Dice Rolls, abbreviated DR, are used
30. Combat/Melee/Damage
31. Ranged Attacks
to determine the outcome of actions
32. Morale taken. When a number appears after
34. Game Order the abbreviation, players must roll at
35. Who Goes First? least that number to succeed. Tests in
36. Kickoff/Plays/Halves
37. How to Win MÖRK BOLL are generally DR12
38. The Pitch on a D20, meaning you must roll at
40. The BOLL least 12 to succeed, with all modifiers
41. Scatter/Out of Play taken into account.
42. Weather and Conditions
43. Fouls
44. Referees
50. Scoring Plays Modifiers
51. Recruiting New Members Stats, Feats, Flaws, and Weapons
52. Injury add modifiers to the result of the
53. Apothecary
54. Team Roster die roll. Modifiers stack.
56. League Scoring
57. Alternate Pitches
m N a m e s
Tea How will your histor
yb e r e m e m b e r e d ?
Start with the word 'the' and roll a D50 on this table.
25. Joslifa
1. Liver
26. Chrypt
2. Galgenbeck
27. Bergen
3. Sarkash 28. Deception
4. Dawnblight 29. Man
5. Tveland 30. CretonOrder
6. Grift 31. Nameless
7. Kergus unate 32. Blood
8. Unfort 33. Curse
Dead 34. SunderedLand
9. Nechrubel 35. Tergol
10. Arse 36. Alchemy
11. Femur 37. Rage
12. Potters 38. Killer
13. Lewes 39. GM
14. Western 40. FC
15. LakeOnda 41. DeadSaint
16. Fathmu 42. Better
17. Anthelia 43. Daemon
18. Saint 44. Psalm
19. Jert 45. MadWizard
20. ShadowKing 46. Death
21. EndlessSea 47. Unmet
22. TwoHeaded 48. Dawn
23. Salvation 49. Dusk
24. Migol 50. End of the World
4
25. Castle
1. Mascots 26. Town
2. Basilisks 27. Wood
3. Pool 28. Athletic
4. Six 29. Wanderers
5. Trolls 30. Cutthroats
6. Omens
7. Deserters 31. FC
8. Gutterborn 32. Field
9. Hermits 33. Oldham
10. Royalty 34. On-Sea
11. Rovers 35. Daggers
12. Blues 36. Lefthanded
13. Reds 37. Five
14. Fusion
15. Bandits
38. Blues
39. Purples
40. Saints
16. Park 41. Mouldy
17. Badgers 42. Invicta
18. Palace 43. Island
The Grift
Hermits.
How To Create a Team
Select 5 models to use for your team,
then follow the steps below.
1. Assign each model a
name.
2. Pick a Star BOLLER.
3. Allocate stats.
4. Roll a Flaw for each
model.
5. Roll a Feat for each
model.
6. Pick a Mascot.
7. Spend your starting
30 Gold on Equipment.
6
Roll 1D100 twice and combine the results
to make the dumbest name you can.
1. Roy 36. Clifton 68. Silly
2. Keane 37. Red 69. Dire
3. Eric 38. Dog 70. Geoff
4. Cantona 39. Eater of Faces 71. Daryl
5. Zidane 40. There is no I in 72. Fleshripper
6. Suarez team but there is 73. Bunny
7. Mascot a me if you look 74. Fragile
8. BoB hard enough. 75. Crab
9. Lefthanded Jim 41. Right Handed 76. Mouse
10. Seven 42. Bill 77. Digusting
11. Pele 43. Bliss 78. Nutritious
12. Brady 44. Death 79. Intelligent
13. Lemon 45. Eater 80. The Best BOLLER
14. Jones 46. Skull 81. Mum’s Favourite
15. Desperate 47. Souls 82. Profuse
16. Silly 48. Jones 83. Peep
17. Beans 49. Pink 84. Claire
18. Jert 50. Piggo 85. Space
19. The Amazing 51. Smooth Silk 86. Penguin
20. Graham 52. Smithy 87. Ink
21. Dodger 53. Jones 88. Lobster
22. Cunning 54. Buckle 89. Johnson
23. Ham 55. Lefthanded Erica 90. The Heat Death of
24. Glutes 56. Gareth the Universe
25. Nax 57. Peters 91. Nargoth
26. Rain 58. Ada 92. Skillet
27. Deadly 59. Cor 93. 8-ball
28. Smith 60. Pointy 94. Dive
29. Football 61. Hat 95. Destiny
30. Harmless 62. Deamon 96. Lip
31. Wise 63. Righto 97. Pierce
mes
32. Susie 64. Lefto 98. Bond
33. Peter 65. Spleen 99. James
34. Amanda 66. Cat 100. x
35. Jones 67. 666
Star BOLLERS
Each team can select one Star BOLLER at team creation and pay no cost
N
for any starting Equipment they may have. If the Star BOLLER ever dies,
the team can recruit a new one for free. Star BOLLERs do not give up
their starting Equipment to other BOLLERS unless they die, nor can it be
sold unless they die. They can, however, be assigned other Equipment.
After selecting a Star BOLLER, assign stats (pg. 10) and roll for Flaws and
Feats (pg. 12) as normal. This counts towards the team’s 5 member limit.
1S50
3. 66 28. 96
4. 77 29. 100
5. 8 30. 17
6. 45 31. 18
7. 32 32. 22
8. 11 33. 34
9. 12 34. 33
10. 5 35. 14
11. 6
12. 00
36. 16
37. 23 All team
13. 000 38. Catch 22
14. 0000 39. 44 members
15. 666 40. 99
16. 432
17. 616
41. 3.14
42. XX
need a jersey
18. 777
19. 7
43. IIII
44. 56 number. It’s
20. 9
21. 10
45. 61
46. 39 almost more
22. 13 47. 63
23. 14
24. 4
48. .5
49. 25%
important
25. 48 50. reroll and
take both
than their
names.
Stats
For each BOLLER on a team,
+3, +1, 0, -3
or
+2, +2, -1, -2
AGILITY
Used for movement, Agility, and throwing the BOLL.
PRESENCE
Used for spellcasting, ranged attacks, and Morale.
STRENGTH
Used for carrying capacity, tackling, and kicking the
BOLL
TOUGHNESS
Used for HP and Apothecary tests (pg. 53).
10
Health
Health Points = HP
HP = 8 + Toughness
When BOLLERS reach 0 HP they are Downed.
If they take any more damage after being Downed
they are Dead.
Fla
make a Morale check. On failure they
leave the game and are replaced by
ws1
a random idiot (pg. 52).
D1 2
Feats 1D12
1. Star BOLLER: Pick a second Star BOLLER and apply the
bonuses to this model.
2. Target man: Other models gain +3 to throwing or kicking a
BOLL to this model.
3. Bribe: Referee ignores first foul this model makes once per game.
4. Run it Off: If Downed, automatically gets back up with 1HP.
5. Off the Line: Once per game, when an opposing team is about
to score (model has moved into the end zone), this model can place
itself next to the scoring player and make a strip BOLL attempt. This
can be opposed by the scoring model. On a success this model takes the
BOLL and the other team does not score.
6. Unlikely Hero: If this BOLLER is in the team when the
team recruits a random idiot (pg. 52), that random idiot gains a bonus
random Feat.
12
s v er su s
-3 to a ll ro ll
A f r a id o f A u t h o r it y :
6. re e.
th e re fe a ll ro ll s if a
S u ff er s -3 to
7 . Mot a s k l o p h o b ia :
le .
M a sc is o n th e ta b
s.
t s : a ll A gi li ty te st
8. C lea -3 to
o H a l v e s :t Is a lw a y s
o f T w h a lf ti m e.
9 . Gceadmbye a random idiot (pg. 52) a d by
re p la
a re a lw a y s ig n o re
a ga in st th em
10. D ivreee.: F ouls 3.
th e re fe tu ra l ro ll s o f 1, 2 , a n d
on n a
11 . H o w l e r : F umbles , -1 A gi li ty , +1 A rm
o r.
d W o r k : -1 P re se n ce
12. W o o
Armor 1D3
Name Armor Value Special Cost in Gold
Light 1 - 1
Improvised 1 -1 Agility free
Medium 2 - 10
Heavy 3 - 20
14
Weapons 1D20
Authorised
One-Handed Melee Weapons
1-2 Dagger [D4] [Thrown] [Agility] [1G]
3-4 Brass Knuckles [D4] [Can’t be dropped] [Strength] [3G]
5 Club/Bat [D6] [Criticals cause Dazed] [Strength] [4G]
Fist [1] [On Fumble take 1 Damage] [Strength] [Free]
6 BOLL [1D4] [Strength] [Not equipped as normal (see BOLL rules)] [10G]
7 Makeshift One-Handed Weapon [D4] [Strength] [Free]
Two-Handed Melee Weapons {all take up 2 Equipment slots}
8-9 Staff [D6] [Strength] [Free]
Un-Authorised
Player must trigger a foul to use (pg. 43)
One-Handed Melee Weapons
10 Rapier [D6] [Critical can scatter BOLL out of target’s hands] [Agility] [4G]
11 Warhammer [D6] [Criticals cause Dazed] [Strength] [4G]
12 Flail [D8] [Cruel] [Criticals cause Dazed] [Strength] [4G]
13 Longsword [D8] [Strength] [3G]
Ranged Weapons
19 Crossbow [D6] [Two-Handed] [Reload] [Ranged] [Cruel] [Presence] [10G]
20 1x Impact Bomb* [D6] [Thrown] [Explode] [Agility] [10G]
16
Scrolls
Scrolls are purchased from the Hogs Head Inn for 20 Gold each.
Scrolls can
be read to cast
spells. When a Scroll is read
the model makes a DR12 Presence
test. On a success the spell is cast. On
a failure or a Critical mark a Tragedy.
Spellcasting does not consume the
Scroll, and you can read the same
Scroll multiple times a game. Tragedies
carry between games, and are spent
when you roll on the Calamity table.
If you ever Fumble when reading
a Scroll, you immediately roll on the
Calamity Table, adding any incurred
Tragedies to your result,
to a maximum of 20.
You cannot
Spells have a maximum effective range
cast spells of 12 squares.
while in
engagement Calamities last the duration of the
game unless otherwise stated.
range.
18
Calamity Table
1. Scroll turns to worms and is lost forever.
2. Reader is knocked Prone.
3. Reader’s hands get greasy, and they cannot carry the BOLL for the rest of the game.
4. Reader must spend the next turn eating grass and takes no action.
5. Reader becomes BOLL magnet and the BOLL flies into their hands from anywhere.
6. Roll 2D6. If less than 4 the reader is are killed {Apothecary test still applies}.
7. Reader can only move towards their own scoring zone for rest of this Play.
8. Opponent team scores 1 point straight away.
9. A second referee spawns {pg. 44}.
10. A second BOLL enters play {see out of play BOLL pg. 41}.
11. Reader suffers 1D4 damage.
12. Reader either suffers 1D8 damage or player loses 1 point.
13. Reader‘s legs become stuck in the mud, they cannot move for the rest of the game.
14. Reader becomes made of wood and gains Woodwork Flaw.
15. A change of Weather. For the rest of the Play the Weather changes every round.
16. Reader’s skin boils off and they suffer -1 to all stats.
17. Reader can no longer take any reactions.
18. Reader no longer can read nor use Scrolls.
19. The skies darken, the end has come for us all: reroll and take both results.
20. The end is here: the game ends and all models make Apothecary tests.
Mascot
Each team gets to select a Mascot at team creation.
If the Mascot is killed, they can be replaced for free.
Mascots cannot be selected as player of the match.
Mascots do not make Apothecary tests.
Mascots cannot score unless otherwise stated. However,
if your Mascot Downs an opponent’s model they lose 1
point! {see how to win pg. 37.}
If for any reason at the start of a game, Play, or Half a
team is missing a player, their Mascot can play, replacing
that missing player instead of a random idiot.
Mascots cannot take the intercept, catch, or feint
reactions unless stated.
20
Baby Cath Palug Sentient Dagger
Agility:+4 Presence:+4 Agility:+1 Presence:+1
Strength:-3 Toughness:-3 Strength:-3 Toughness:-3
Equipment: Equipment:
Special: Can make a claw attack Special: Can make an attack as a
{1D4} {Agility} {Cruel}. Dagger {1D4} {Agility} {Cruel}.
Common Fumbles
• Making an attack - drop Weapon.
• Kicking or throwing Boll - Boll scatters 2D4.
• Catching Boll - Model suffers 1 damage and the
Boll scatters.
Opposed Rolls
Some actions trigger reactions,
e.g., throwing or kicking a BOLL
to another model triggers a catch
reaction, or tackling a model
triggers a choice between the dodge
and attack reactions.
When a reaction is triggered, both
models roll for their respective
action or reaction. The model with
the greatest level of success wins!
If both models fail their rolls,
nothing happens.
Example:
Model A tries to tackle Model B.
Model A rolls a DR12 Strength test.
Model B decides to use the dodge
reaction, and so rolls a DR12 Agility
test. Model A, with modifiers,
rolls a 13, a success! Model B rolls
a 17, with modifiers, which is a
greater success, and now can make
the dodge reaction, cancelling the
tackle action of Model A. If either
model Fumbles, the other model
automatically wins the roll, even if
they failed to pass their own test.
Movement
Models move a number of squares equal to 5+ Agility.
Breaking
Engagement
{free action}
If they fail this roll, they lose their movement for this turn.
24
Activating a Model
When you select a model to activate it can perform a
movement and then an action. Each model gets a single
activation per round. If a model wishes to move, it must
move before it performs an action. If it has performed
an action its activation ends, and the next player selects
a model to activate.
Pick up a BOLL
{free action}
A model in the same square as a loose BOLL can pick it
up without making a roll of any kind.
Tackle a Model
A model can tackle another model in an adjacent square.
This is an opposed roll {pg. 23}. The tackling model
makes a Strength test. The model being tackled can
make either of the following reactions:
• dodge reaction (pg. 29)
• attack reaction (pg. 29)
A model that is tackled successfully is knocked Prone.
Use a Feat
For more information about Feats, see page 12.
Actions
{continued}
Make an Attack
For more on combat, see page 30.
Read a Scroll
For more on Scrolls, see page 17.
Stand Up
{free action}
If a model is Prone they can stand up. This reduces
their movement by 3 squares for this round. If they
make a second move as their action, they use their full
movement value.
28
Reactions
OPPOSED REACTIONS
Dodge - A model makes an opposed DR12 Agility test. If
the dodge is a greater success than the active model’s
action, it cancels the action of the active model, such as
stripping the BOLL. The model can then move 1 square
in any direction.
BOLL Reactions
Catch the BOLL - A model that is in a square where a BOLL
is selected to land can try to catch it by making a DR12
Agility test. On a success they catch the BOLL and are now
in possession of it. On a failure the BOLL scatters from their
location (pg. 41). On a Fumble they take 1 damage. On a
Critical they can also move 1 space in any direction.
Melee Attacks
To perform a melee attack, a model must be in a square
adjacent to another model. Pick one Weapon and make
a DR12 test using that Weapon’s modifier (pg. 15).
ti ca ls al w ay s ca u se m ax da m ag e.
C ri Ar mo r is st ill ap pl ie d.
Ranged
Attacks
All Ranged Weapons are effective to a maximum
range of 12 squares.
Morale
32
1. Will VonDoome 34. James M Redmond Fouler
2. Braco 35. Chris Buck 69. Zinedine
3. Sasha De'ath 36. Eater of Things 70. The A**goblin
4. Soupbone 37. Sticky fingers 71. Ragnar the
5. Punches 38. Ludwig immovable
6. Giac the Long 39. Aidan Riverdust 72. Gunghogeeks.com
Reacher 40. Phillip Manning 73. Troy Ellis
7. Torn the Skull 41. Merzalof 74. Psybilliah
8. Michael Brumfield 42. Karim Dhambri 75. Saghorak
9. Karl (deadlight) 43. Ectoprocte 76. la gran bestia
Williams 44. Fernando P 77. Brick
10. Games Gang Mancebo 78. Beardo
11. Jojo Bozwar 45. Chip Dipson 79. Dice Munkey
12. Paul Bunyan 46. Sir Terarin 80. Weery Wyse
13. Aiteal 47. Daniel Llewellyn 81. Robococoa
14. Kevin Eslinger 48. Brolin Graham 82. Taldus Servo
15. Snick Snack 49. Goregonzola 83. Gnawn
16. Beard the Black Bloodwurst Throughend
17. Scrungo the 50. Rolly 84. Ted Shambaris
Inevitable 51. Roel "Bazz" 85. Hexeter
18. Lard Head Dilissen 86. Fuhrious
19. Felix Wellington 52. FroBoy 87. Gage Bridgeman
20. The Great 53. Justin Harford 88. Tony Reyes
Baarsini 54. Phil Cairns 89. Neil Garland
21. Rob Cunningham 55. Brian Foster 90. Glimfoodle
22. Shut Up Brian 56. Corey Gilarno Gambleputty
23. Pemmican 57. Flint Skinner 91. Wee Mad Ando
24. Shower-Handel 58. Chris Engler 92. Jim Campagna
25. Jonah 59. Dr. Randol W 93. Yupp Ottvolf
26. Belrin Hooper II MD 94. Nilbogssa
Toothsmasher 60. Gnob 95. -100 Reroll
27. Trillian (with an a) 61. Ryan Thompson
28. Doug Shute 62. Dan Woods Kick start
29. The Mighty 63. Dunham Lockhart
Lizard 64. Doc Lewis a team
30. Nick Gould 65. TheGeekyPhoenix with these
31. Trash 66. Ezra Badb West
32. D.C. Allen 67. Knyx
Kickstarter
33. Gary Schmidt 68. Felix "One Boot" backer
names
Order of Play
Setup
1. Set up the pitch (check the optional
rules for different pitch types pg. 57).
2. Decide Who Goes First? and place
teams on the pitch.
3. Roll Weather and Conditions (pg. 42).
4. Roll for BOLL type (pg. 40).
5. Roll for and place the referee (pg. 44).
6. Kick off!
34
Who Goes First?
Players should flip a coin and call
heads or tails. If you have no coin
you should play a real life version of
MÖRK BOLL, and the winner/person
still alive gets to decide if they want
to kick or receive the BOLL.
Making Tests
Remember: all tests, unless
specified otherwise, are DR12.
This means you roll a D20, add the
relevant modifiers, and check the
result. If, with the modifiers, you
reach at least a 12, you succeed.
Kickoff
The kicking player picks one model to perform a kick the
BOLL action (pg. 26). The target square must be in their opponent’s half
{and not in no man’s land} and they must make a Strength test. If the BOLL
scatters in no man’s land play goes on.
Plays
Plays last 1 to 5 rounds. If a team scores, the current Play
ends. Players should re-set up the pitch and do the following:
• make Apothecary tests for all Downed and Dead BOLLERS.
• Reroll for BOLL type.
Halftime
Each Half is 5 rounds long. After 5 rounds, regardless of
score, perform the Halftime procedure on page 50.
36
How to Win
38
Scoring
Zone
Referee No Man’s
Squares Land
Scoring
Zone
Selecting a BOLL
Not all BOLLs are created equal. Before each kickoff and
after Halftime, roll to determine which BOLL you play with.
3. Spiked BOLL
Whenever a model picks up or catches this BOLL they
suffer 1 damage that ignores Armor. Models also suffer a -3
modifier when trying to strip this BOLL from an opponent.
4. FootBOLL
This round BOLL bounces more, adding 2 squares to all
scatter results.
5. Heavy BOLL
This BOLL inflicts a -3 modifier to all kick and throw attempts.
6. Explosive BOLL
an unauthorised BOLL
If a model ever Fumbles a throw
or kick attempt, this BOLL
explodes, dealing 1D10 damage
to them, then is removed from play.
40
Scattering the BOLL
Whenever a BOLL is returned to the field or a BOLLER
fails to kick or throw it, it scatters.
Out of Play
If the BOLL goes out of play, the player who did not
cause it to go out of play {i.e. the one who did not throw
it or kick it} picks a spot anywhere on the pitch and
scatters the BOLL as above from this location. If this
causes the BOLL to go out of play, the other player does
the same until the BOLL lands somewhere on the pitch.
No BOLL
If no BOLL is in play for any reason {such as when a
Goat eats it} the game goes on. Get creative! A new
BOLL will enter play at the end of a Play or at Halftime.
BOLLs can
be used
More BOLLs
If there are two or more BOLLs in play, play carries on
to make
attacks.
They use
until someone scores with at least one BOLL {scoring
Strength
with two BOLLs offers no benefit}. Extra BOLLs are and
removed at the end of Plays or at Halftime. deal 1D4
damage.
Weather and Conditions
Even though the world is ending, the game must go on.
42
Foul play is part of
MÖRK BOLL
When a team member commits a foul, check
if a referee is within 12 squares. If
not, the foul goes unnoticed. If the
referee is within 12 squares for a first
foul, they issue a yellow card to the
fouling model. On a second offense they
issue a red card. Some fouls are so bad
they skip the yellow card! Each referee
takes a different action when issuing a
red card(pg. 43).
Cards are spent when a model is Downed
or Dead.
Fouls
Refe At the start of the game players should roll to see
which referee they get. After all models
have activated, the referee is activated.
44
rees
Referee Profiles
•
•
HP - The referee’s Health. When they reach
0HP they are Dead.
Morale - Morale value for Referee.
• Attack - This is given as a type, i.e. claws, slam
or other, followed by the damage it deals on a
successful hit.
• Armor - The referee’s damage reduction.
• Special - Any special features the referee has.
• Red Card - What the referee does when it issues a red card.
Referee Fumbles
If a referee rolls a 1 they drop their Weapon (anything like claws are
not dropped). If a referee has no Weapon they use their action to
pick up any dropped Weapons, and do not move that round.
Looting Referees
Any Items carried by a referee can be picked up as an action when
within 1 inch of a Downed referee.
Referee Morale
If a referee is Critically hit it makes a Morale roll.
Roll 2D6. If the result is greater than its Morale it flees the field,
moving 2D6 squares per round until it leaves the field or is killed. If
referee Morale is ‘-’ they ignore Morale rules.
2.Passer-by
(HP 8)(Morale 6)(Axe 1D6)(Armor 1)
46
3.The Angriest Ref
(HP 15)(Morale 12)(Great Axe 1D10)(Armor 3)
Red Card: When the Angriest Ref issues a red card it treats
all models as hostile until any and all models with red cards
leave the pitch or are Downed. Instead of moving towards
the BOLL, the Angriest Ref moves towards the nearest
model. When adjacent to a model, they then make an attack
using their great axe. This attack can be opposed.
reduced by D4.
Red Card: When the Mari Lwyd issues a red card to a team
member they begin treating them as hostile, and instead of
moving towards the BOLL they move towards the nearest
model they are hostile to. When adjacent to a model they
make an attack using their bite. This attack can be opposed.
If someone, as an action, gives the Mari Lwyd Whisky they
forget all red cards issued up until that point in the game.
6.Forgetful Academic
(HP 9)(Morale 4)(Fist 1)(Armor 0)
48
Scoring Plays
When a team scores, the current play ends and the players should
re-set up as per page 35. The player who just scored becomes the
kicking player.
Halftime
After 5 rounds are played, the halftime whistle goes and players
should re-set up the table. However, this time the player who kicked
the BOLL at the beginning of the game becomes the receiving player.
50
Weapons
Buying and
Allocating
Pitch Stuff
Invasion
After a game you can buy
new Items, Weapons,
At Halftime, if the score is 0-0, Armor, and Scrolls from
the fans get angry and invade the the tuck shop.
pitch. They Down one random
BOLLER on each team, who is You can also reallocate
replaced by a random idiot (pg. any Items between
52) for the rest of the play. BOLLERS.
Injury
1. Stress Fracture: -1 Toughness.
2. Dislocation: -1 Agility for one game.
3. Tendinitis: -1 to catch tests.
4. Instability: -3 to tackle tests.
5. Tennis Elbow: -1 to throw tests.
6. Meniscal Tear: -1 movement.
7. Concussion: -2 Presence.
8. Winded: -1 HP.
9. Missing Eye: -1 Agility.
10. Two Left Feet: -2 to kick tests.
Missing Head
If a model’s head was destroyed for any reason,
they can still be brough back, but they now suffer
-3 Presence and cannot read Scrolls.
This effect is permenant.
If the head was not destroyed it is reattached on
a succesful test.
Random Idiot
Agility -1. Presence -1. Strength -1. Toughness -1.
No Flaw or Feat.
52
Apothecary
The Apothecaries of Dawnblight are some of the
best in the world. They can even bring back the
dead... more often than not, at least.
Scrolls
Scrolls
Team Supply
Name___________JerSEy Number__________ Armor____HP_____
Flaw_____________________________________________
Feat_____________________________________________
Injury____________________________________________
Agility_____Movement____________
Presence______Weapon 1______________ Stat____ _D_ Ammo____
Strength_____Weapon 2______________ Stat____ _D_ Ammo____
Toughness ____Weapon 3______________ Stat____ _D_ Ammo____
Equipment and Notes
MÖRK BOLL is published under the terms outlined in the MÖRK BORG third party license https://
morkborg.com/license/
MÖRK BOLL Operates under the same third party license as MÖRK BORG. This license allows
anyone to make stuff for MÖRK BOLL and either publish it for free or sell it: If you adhere to
these terms you are allowed to publish free or commercial material based upon and/or declaring
compatibility with MÖRK BOLL without express permission from KRD designs.
The mechanics and game rules of MÖRK BOLL may be reused and referenced freely.
Specific art and text from this books may not be reused or translated, unless you have explicit
permission, some art is made from public domain art and is open to be reused. Please ask if you
are unsure.
Your product cannot use the WIRD design logo unless you have WIRD designs explicit permission.
You’re not allowed to give the impression that this is an official WIRD designs product or that we
endorse or sponsor you in any way unless we’ve made special arrangements with you.
Cover art by
Art and design by WIRD designs
Ref art on page 49 by David Hoskins
Poo art by Cor Rahman
editing by Space Penguine Inc
Alpha version 0.1
Massive thank you to all that backed this mad little game.
Big thanks to the people in my life that support me to make mad stuff. Gareth, Juhela,
Cor and Ada.
The dumbest sportsball
game you can play!