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.