Special cards
The game contains three special cards “interception, “foul play and “yellow card.
The “interception and “foul play cards are the only ones which can interrupt a sequence of play of an opponent when normally he could continue the action.
These interruptions can only be possible if the words “interception or “foul play figure as defensive options on the cards laid down by the opponent (for example, “up-and-under, “lineout for the “foul play card or “cut out pass or “kick ahead for the “interception card). After the “foul play card, as for any other card, the player who just laid down this card can continue his turn by choosing an offensive action (either score 3 points with the “penalty card or continue his offensive with “yellow card, “scissors pass and so on). After the “interception card, the player who just laid down the card must stop as the following offensive options are “converted try and “unconverted try.
The “yellow card can only be laid down after a “foul card or a “foul play card and will allow the player, when his turn is finished, to pick out and eliminate at random, two cards from his opponent’s hand.
The eliminated cards are put on the reject pile. The opponent has thus only six cards to continue with (without replacing them) until the end of his turn. He then picks cards to make up the eight in the hand.