Rolled all dice in the correct order; cointoss (or rather dice roll when Coach Claymore refused the NAF coin; Power of Voodoo won and chose offense); perfect weather, +1 FAME for the Sanguin Corsairs.
Power of Voodoo hire "Rotten" Rick Bupkeis.
Offense gets off to a decent start; some beatdown on the line, Maman Brigitte (AG4 Block Ghoul) grabs the ball and runs in, safe. Rotten Rick fouls early and often, but the referee is impressed enough to see such a famous star on the pitch that he just lets the players play. A few KOs leave the field, but nothing major. Dark Elves try a 1d Frenzy chainpush play to maybe get a hit on Brigitte, but it goes "wrong" when the first block is a pow. Immer nur Pech. They do put some tackle zones on the ball carrier, but nothing which can't be solved by a 2+ dodge. Then comes the desperation cage crash, Witch Elf 5+ cage crash (doesn't even need Dodge), 1d, POW, -AG on my ball carrier. Scatters outside the cage, 4+ 3+ 3+ dodge (still doesn't need dodge), 3+ pickup, then failed a 2+ dodge with snake eyes. Sanguin coaching staff was acting salty as a high-contact punch-up developed over the ball until Ogun failed to blitz the last elf off the ball - Quad skulls, only needed a push, then 3+ pickup with Sure Hands. Another short punch-up, Rotten Rick fouled an elf Lineman Badly Hurt, coach Claymore took a look at his rapidly filling KO box and sent in the Apo. But there weren't enough elves left on the field to put up much fight; One tried a GFI for a blitz just to put a tackle zone on the ball carrier and force some dice rolls, but snakes struck again. 1 Blitz, needing a push, Power of Voodoo go up 1-0.
Coach rolo forgot that the Corsairs had a MA8 runner, only needing to be pushed forward 3 squares. But the defense was still "okay". There may or may not have been some dice rolled before the final GFI, but the one Coach Claymore will remember is the final GFI into the end zone.
Power of Voodo 1: Sanguin Corsairs 0 at the half.
Dark Elves send receivers out deep on their offense; Voodoo Blitzers do what they do best, Rotten Rick picks up whatever's left over. Corsairs look at that KO box and don't even hesitate; handoff and TD in turn 3.
So up 11 players vs 9, with the ball and 6 turns to score the winner? I'll take it! Pretty quickly it's 11 on 8, then 11 on 7. Then 10 on 7 as the Corsairs surf a zombie, but honestly that was worth it to get two elves out of position for a turn. The rest of the Elves tried to build up the double rows but didn't have enough players left to do it right. What should have been and easy cage-up deep left turned hairy when my wrestle ghoul rolled Borg Down Skill to push a defender out of the way .. push or pow could have continued as a cage corner. Instead, I had to build a cage one square further back, and needed 3 GFI to make it right ... the first one (Ball Carrier) cost the reroll, second GFI (cage corner) faceplanted.
Thanks to the turnover, Corsairs had a shot at blitzing the ball carrier ... successful GFI with a guarder, then snakes on a Witch Elf blitz. Makes things easy. One blitz and one GFI later, TD on turn 16, Power of Voodoo advance to the semis.
Moment of silence for poor Brigitte - her career is probably over. Two skilled ghouls lost in the past two games, but that's how it is with Ghouls. We'll see how many are left after the Chaos & Earthquakes finish with them.