“First half, I receive and fail all ball handling rolls, while kenmand passes every one of his 25 block rolls, including at least 6 single-die pows. He scores on turn 5 (luck going at 31 to 64), then a riot ends any chance of me scoring unless I can one-turn, which is quickly snuffed out by shocking blitz dice. 1-0 down at half time.
Second half on the orcs' receive, one snake eyes on a dodge by the orcs allows me to score. I manage to scramble to get near the ballcarrier again on the next drive, but SIX block dice can not yield a pow (47/61 at this stage). The ball carrier then dodges three times and, after a disconnection, eventually passes for a score on turn 6 to make it 2-1 (luck 20/68 after the reset). After another disconnection, I manage to get a gutter runner within scoring position on turn 8, but needing a GFI in a blizzard unless I can knock over an orc guarding another GR who would only need to catch (with reroll) and move to score. So, I set up a three-die block on the orc to shift him. SKULL/POW, SKULL/POW, SKULL. Right then, a 3+ without reroll to tie it. A one. That's a 1 in 243 chance to fail that series of rolls. Not my worst, but it's comparable.”
Second half on the orcs' receive, one snake eyes on a dodge by the orcs allows me to score. I manage to scramble to get near the ballcarrier again on the next drive, but SIX block dice can not yield a pow (47/61 at this stage). The ball carrier then dodges three times and, after a disconnection, eventually passes for a score on turn 6 to make it 2-1 (luck 20/68 after the reset). After another disconnection, I manage to get a gutter runner within scoring position on turn 8, but needing a GFI in a blizzard unless I can knock over an orc guarding another GR who would only need to catch (with reroll) and move to score. So, I set up a three-die block on the orc to shift him. SKULL/POW, SKULL/POW, SKULL. Right then, a 3+ without reroll to tie it. A one. That's a 1 in 243 chance to fail that series of rolls. Not my worst, but it's comparable.”