TurnoveraftersuccessfulArgue theCallHave thewindScatterthe ballPerform asuperbThrow Team-Mate actionFail to spenda BrilliantCoachingReroll byend of driveFall downa trapdoor (PtN)Breakarmour witha Stiletto(PtN)Knock down2+ playerswith aTTM/KTMactionJumpoverproneSucceed Pro,reroll one diefrom pool of2+ dice - thenfailThrow awildlyinaccuratepassScore atouchdownwith a playerwho has arandom skillFail to breakarmourbecause youcan’t useMighty BlowSucceedArgue theCall on a5+Remove ownplayer byrolling 1 forTTM/KTMUse 2+rerolls ina turnPlayersent offat kick-offTurnoveraftersuccessfulArgue theCallHave thewindScatterthe ballPerform asuperbThrow Team-Mate actionFail to spenda BrilliantCoachingReroll byend of driveFall downa trapdoor (PtN)Breakarmour witha Stiletto(PtN)Knock down2+ playerswith aTTM/KTMactionJumpoverproneSucceed Pro,reroll one diefrom pool of2+ dice - thenfailThrow awildlyinaccuratepassScore atouchdownwith a playerwho has arandom skillFail to breakarmourbecause youcan’t useMighty BlowSucceedArgue theCall on a5+Remove ownplayer byrolling 1 forTTM/KTMUse 2+rerolls ina turnPlayersent offat kick-off

Joråbowl 2021 - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. Turnover after successful Argue the Call
  2. Have the wind Scatter the ball
  3. Perform a superb Throw Team-Mate action
  4. Fail to spend a Brilliant Coaching Reroll by end of drive
  5. Fall down a trap door (PtN)
  6. Break armour with a Stiletto (PtN)
  7. Knock down 2+ players with a TTM/KTM action
  8. Jump over prone
  9. Succeed Pro, reroll one die from pool of 2+ dice - then fail
  10. Throw a wildly inaccurate pass
  11. Score a touchdown with a player who has a random skill
  12. Fail to break armour because you can’t use Mighty Blow
  13. Succeed Argue the Call on a 5+
  14. Remove own player by rolling 1 for TTM/KTM
  15. Use 2+ rerolls in a turn
  16. Player sent off at kick-off