Fail to spenda BrilliantCoachingReroll byend of driveFail to breakarmourbecause youcan’t useMighty BlowPlayersent offat kick-offTurnoveraftersuccessfulArgue theCallFall downa trapdoor (PtN)Have thewindScatterthe ballBreakarmour witha Stiletto(PtN)Use 2+rerolls ina turnRemove ownplayer byrolling 1 forTTM/KTMScore atouchdownwith a playerwho has arandom skillPerform asuperbThrow Team-Mate actionSucceedArgue theCall on a5+Knock down2+ playerswith aTTM/KTMactionJumpoverproneSucceed Pro,reroll one diefrom pool of2+ dice - thenfailThrow awildlyinaccuratepassFail to spenda BrilliantCoachingReroll byend of driveFail to breakarmourbecause youcan’t useMighty BlowPlayersent offat kick-offTurnoveraftersuccessfulArgue theCallFall downa trapdoor (PtN)Have thewindScatterthe ballBreakarmour witha Stiletto(PtN)Use 2+rerolls ina turnRemove ownplayer byrolling 1 forTTM/KTMScore atouchdownwith a playerwho has arandom skillPerform asuperbThrow Team-Mate actionSucceedArgue theCall on a5+Knock down2+ playerswith aTTM/KTMactionJumpoverproneSucceed Pro,reroll one diefrom pool of2+ dice - thenfailThrow awildlyinaccuratepass

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