Defensive Outcomes: Dark Dice
• Monster: Rolling a "Monster" allows one defensive player to move during the Up Call. Move the defensive player of your choosing up to 5 spaces at the time of strategy roll. Roll team dice to take any appropriate player action once the designated Monster has reached their destination field space.
• Poach: Rolling a "Poach" allows the defending player to immediately rethrow the the game disc if the action count results in a Turnover. If rolled with a turnover, the new Handler rethrows immediately, without rolling to move either team.
• Hot Bid: Rolling a "Hot Bid" gives the defensive team the option to reroll the team disc on that action. Offensive team may choose to re-roll team dice results. The action count of second team dice roll must be applied to the player action. Do not roll strategy dice twice.
• Beat: Rolling a "Beat" outcome means that the offensive player wins the matchup, continuing the offensive action. Defensive count is automatically set to zero, resulting in offensive action success.
• Footer: Rolling a "Footer" outcome results in a direct change to the offensive count. Divide the offensive action count by two. Offense may only use half of their total roll count to complete their play. Play continues by using only half of the action results in the current action.
• No Big: Rolling "No Big" results in guaranteed Mark success on Throws, or Catches. This strategy dice outcome cannot be used by other players. No Big does not apply to Intercepts, or Challenges.
Offensive Outcomes: Light Dice
• Huck: Rolling a "Huck" doubles the total Throw count, or the total Catch count. Huck does not apply to Continues. A "Huck" is considered a very long Throw. During the Huck, the disc often travels from one end zone to the other. Rolling a Huck doubles the distance the game disc may travel, but also significantly increases the likelihood of beating any defenders along the disc path.
• Break: Rolling a "Break" prevents any Mark from taking action. Marks cannot roll to defend Throws, or Catches. Break does not apply to Continues.
• Strip: Rolling a "Strip" gives the offensive team a choice to re-roll Team Dice results, or to select the first roll count. Strip does not apply to Continues.
• Layout: Marks and Challenges cannot roll to defend Catches. Layout must be rolled by a Receiver. Layout does not apply to Throws, or Continues.
• Hammer: Rolling a "Throw" means that the game disc may pass “over” one defender, while also preventing the defensive bid. Hammers allow the game disc to include the defenders occupied field space in the Throw Count. Rolling a "Hammer" allows Throws or Catches to pass "over" one defender for that action only.
• Dump: Rolling a "Dump" means that the game disc must be Thrown in the opposite direction of the opponent’s end zone. If no Dump pass (to an eligible Receiver) is available, then the resulting Throw is automatically a Turnover.