Strand-Cup Summary
Angeschnittener Ball -- Curve ball
Play with a card which sends the ball over the net (including a serve). Receiving player rolls a die: 1-3 he misses and loses the point; 4-6 -- no effect.
Blenden -- Blinding
Blinds an opposing player when he tries to receive the ball. He rolls a die: 1-3 he misses and loses the point; 4-6 -- no effect.
Blocken -- Block
Play in response to any spike (Schmettern) except for a serve. Multiple players may use. Roll 2 dice per card. If total is if less than the spike strength, block fails and point is lost; otherwise block is successful and can be received by the opposing team by using any action card with an Annahme score equal to or more than the total of the block.
Energydrink
Play any time to draw two cards from the deck.
Killeraufschlag -- Killer serve
Play with the serve card; add the pips from a single die roll to the serve strength.
Killer-Schmetterball -- Killer spike
Play to put the ball over the net including serves. To use, roll a die: 1 - spike it into the net and lose the point; 2 - you hit it past the baseline and the other team rolls a die: (1-3 they misjudge it and try to hit it -- play continues normally; 4-6 they let it pass and win the point); 3-6 other team receives ball as normal.
Kraftriegel -- Power bar
Play along with a spike card for a +2 bonus to any spike or serve.
Rettungssprung -- Save
Play to dive for any ball regardless of its net or block score. Your partner must roll a die to see whether he reaches the ball (before using any of his action cards): 1-2 he doesn't reach the ball but can also play a Rettungssprung card to keep the ball in the air (assuming there is a third teammate); A 3-6 means he reached the ball. You can't play a ball back over the net with a Rettungssprung card and if you use a Rettungssprung card, put your cards down. You may not play any other card for the remainder of the point.
Schmettern -- Spike
Play to put the ball over the net including serves. To use, roll a die: 1 - spike it into the net and lose the point; otherwise it is received by the other team.

Angeschnittener Ball -- Curve ball
Play with a card which sends the ball over the net (including a serve). Receiving player rolls a die: 1-3 he misses and loses the point; 4-6 -- no effect.
Blenden -- Blinding
Blinds an opposing player when he tries to receive the ball. He rolls a die: 1-3 he misses and loses the point; 4-6 -- no effect.
Blocken -- Block
Play in response to any spike (Schmettern) except for a serve. Multiple players may use. Roll 2 dice per card. If total is if less than the spike strength, block fails and point is lost; otherwise block is successful and can be received by the opposing team by using any action card with an Annahme score equal to or more than the total of the block.
Energydrink
Play any time to draw two cards from the deck.
Killeraufschlag -- Killer serve
Play with the serve card; add the pips from a single die roll to the serve strength.
Killer-Schmetterball -- Killer spike
Play to put the ball over the net including serves. To use, roll a die: 1 - spike it into the net and lose the point; 2 - you hit it past the baseline and the other team rolls a die: (1-3 they misjudge it and try to hit it -- play continues normally; 4-6 they let it pass and win the point); 3-6 other team receives ball as normal.
Kraftriegel -- Power bar
Play along with a spike card for a +2 bonus to any spike or serve.
Rettungssprung -- Save
Play to dive for any ball regardless of its net or block score. Your partner must roll a die to see whether he reaches the ball (before using any of his action cards): 1-2 he doesn't reach the ball but can also play a Rettungssprung card to keep the ball in the air (assuming there is a third teammate); A 3-6 means he reached the ball. You can't play a ball back over the net with a Rettungssprung card and if you use a Rettungssprung card, put your cards down. You may not play any other card for the remainder of the point.
Schmettern -- Spike
Play to put the ball over the net including serves. To use, roll a die: 1 - spike it into the net and lose the point; otherwise it is received by the other team.

Wed Jul 16 13:23:12 PDT 2003
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