Alpha Edition Plays
Every Plays card in Bo Jackson Battle Arena Alpha Edition — 100 cards, with the Hero, the athlete behind it, weapon type, Power and rarity.
100 cards
| # | Card | Cost | Effect | Rarity |
|---|---|---|---|---|
| PL-1 | Front Run | 2 | If your opponent has not used a Play in this Battle, your Hero gets +20. | SSP |
| PL-2 | Victory Dinner | 1 | If you win this Battle, recover up to 3 Hot Dogs from your Discard Pile. | SSP |
| PL-3 | Get What You Pay For | 0 | Pay as many Hot Dogs as you want to run this Play. Your Hero gets +10 for each Hot Dog you pay. (Ex: Pay 3 Hot Dogs, your Hero gets +30.) | SSP |
| PL-4 | It's Gonna Cost Ya | 0 | Your Hero loses -15, but you can recover up to 2 Hot Dogs from your Discard Pile. | SSP |
| PL-5 | Deadline Deal | 3 | Swap your Hero's current power with your opponent's current power in this Battle. | SSP |
| PL-6 | Late Game Push | 2 | Play this on or before Battle 4. For the rest of the game, nothing changes until the start of Battle 7, when you recover all Hot Dogs from your Discard Pile. | SSP |
| PL-7 | Back From The Dumps | 0 | Each player gets up to 3 Hot Dogs back from their Discard Pile. | SSP |
| PL-8 | Reload | 1 | Pick up 1 Play you used in a previous Battle and add it back to your Hand. | SSP |
| PL-9 | Leave It To Chance | 5 | For the rest of the game, your opponent must roll a dice after paying the Hot Dog cost to run a Play. If they roll a 2-5, they can run the Play. If they roll anything else, they cannot. | SSP |
| PL-10 | 4 New Plays Baby! | 2 | Shuffle all the Plays in your hand back into your Playbook, then draw 4 new Plays. | SSP |
| PL-11 | Burn That Play | 0 | Discard another Play from your hand and your Hero gets +10. | SSP |
| PL-12 | Cloudy With A Chance Of Hot Dogs | 0 | Pick a number from 1 to 6 and roll a dice. If it lands on your number, Recover 4 Hot Dogs from your Discard Pile. | SSP |
| PL-13 | Play Booster | 2 | Draw the same number of Plays as you've used in this Battle, including this one. (Ex: If you have run 2 Plays this Battle, draw 2 Plays.) | SSP |
| PL-14 | You're Not Alone | 4 | For the rest of the game, whenever your opponent runs a Play, you can draw a Play from your Playbook. | SSP |
| PL-15 | No More Subs | 4 | Your opponent can't Substitute for the rest of the game. | SSP |
| PL-16 | Locker Room Evacuation | 1 | Reveal the top 5 Heroes from your Hero Deck. Add one to your hand and Discard the rest. | SSP |
| PL-17 | Deep In The Playbook | 0 | For the rest of the Game, whenever a Player rolls a dice, they get to draw a Play from their Playbook. | SP |
| PL-18 | Pay The Price | 2 | For the rest of the Game, whenever a dice is rolled, the opponent's Hero loses -5. | SP |
| PL-19 | Unlimited Subs | 4 | For the rest of the Game all of your Substitutions are free. | SP |
| PL-20 | Leave It To Fate | 3 | Both players must send their Hero to the Discard Pile and replace them with the top card from their Hero Deck. | SP |
| PL-21 | Ice Boost | 2 | For the rest of the game, all Heroes with Ice weapons get +10. | SP |
| PL-22 | Steel Boost | 2 | For the rest of the game, all Heroes with Steel weapons get +10. | SP |
| PL-23 | Fire Boost | 2 | For the rest of the game, all Heroes with Fire weapons get +10. | SP |
| PL-24 | Fire Roll | 2 | If your Hero has a Fire weapon, roll a dice. If you roll a 4-6, your Hero gets +30. | SP |
| PL-25 | Ice Roll | 2 | If your Hero has an Ice weapon, roll a dice. If you roll a 4-6 your Hero gets +30. | SP |
| PL-26 | Bigger Steel Roll | 2 | If your Hero has a Steel weapon, roll a dice. If you roll a 5 or 6 your Hero gets +50. | SP |
| PL-27 | By Any Means Necessary | 6 | Search your Playbook and run any play for free. (Then, re-shuffle your Playbook.) | SP |
| PL-28 | Pick On Someone Your Own Size | 2 | Your Hero now has the same power as your Opponent's Hero's current power. | SP |
| PL-29 | Dogpile | 5 | Draw the top card from your Hero Deck and add its power to your Hero. | SP |
| PL-30 | Noble Sacrifice | 2 | This Hero's Power is now 0. All your Heroes gain +10 for the rest of the Game. | SP |
| PL-31 | Buff Up 15 | 2 | Your Hero gets +15. | SP |
| PL-32 | Opp Loses 15 | 2 | Your opponent's Hero loses -15. | SP |
| PL-33 | Lose 1 To Win 2 (Hopefully) | 2 | Your current Hero loses -50, but your next 2 Heroes each gain +15. | — |
| PL-34 | Luck Of The Draw | 0 | Both players roll a dice; whoever rolls the highest number gets to play the top card from their Playbook for free if able. | — |
| PL-35 | Discarded Heroes | 1 | Your Hero gets +10 for each Hero in your Discard Pile. (Ex: 3 Heroes = +30) | — |
| PL-36 | Make It, Take It | 1 | For the rest of the game, whenever you win a Battle, your Hero in the next Battle gets +5. | — |
| PL-37 | Heads I Win, Tails You Lose | 1 | Flip a coin: If heads, your Hero gets +15. If tails, your opponent's Hero loses -5. | — |
| PL-38 | Fairweather Fan | 1 | Play this in Battle 5 or later. Your Hero gets +5 for each Battle you’ve won. | — |
| PL-39 | Flash Sale | 1 | For this Battle and the next, all your Plays cost 1 less Hot Dog (including this one). | — |
| PL-40 | Ha! Gotcha | 1 | Any Plays currently affecting your Hero's power now also affect your opponent's Hero in this Battle. | — |
| PL-41 | Pay It For Me | 1 | If you choose to Substitute in the next Battle, your opponent must pay the 2 Hot Dog cost. | — |
| PL-42 | Only Upside | 1 | Pick a number from 1 to 6, then roll a dice. If it lands on your number, your Hero gets +20. If not, draw a Play from your Playbook. | — |
| PL-43 | Recycle For 5 | 2 | Your Hero gets +5 power for every card in your Discard Pile, except Hot Dogs. | — |
| PL-44 | Steel Flipper | 0 | Flip a coin: If heads, your Hero gets +10 power. If your Hero's weapon is Steel, draw 1 Play as well. | — |
| PL-45 | 2 Get 10 | 2 | Your Hero in this Battle and the next Battle gets +10. | — |
| PL-46 | 10/10 Unfair | 2 | Your opponent's Hero loses -10 in this Battle, and your Hero in the next Battle gets +10. | — |
| PL-47 | I Get Some, You Get Some. | 1 | Your Hero gets +10, but your opponent's Hero in the next Battle also gets +10. | — |
| PL-48 | I Get 1. You Lose 1. | 2 | Draw a Play from your Playbook, then choose 1 random Play from your opponent's hand for them to Discard. | — |
| PL-49 | 3rd Time Charm | 2 | Flip a coin 3 times. If all 3 flips land on heads, your Hero's Power is doubled. Each time the coin lands on tails, draw a Play. | — |
| PL-50 | Baby Phoenix | 1 | If your Hero has a Fire weapon, after both players finish their turn, your Hero gets +10. | — |
| PL-51 | Steel Resolve | 1 | If your Hero has a Steel weapon, after both players finish their turn, your Hero gets +15. | — |
| PL-52 | Only Fire | 3 | For the rest of the game all Heroes have Fire Weapons. | — |
| PL-53 | Only Ice | 3 | For the rest of the game all Heroes have Ice Weapons. | — |
| PL-54 | Only Steel | 3 | For the rest of the game all Heroes have Steel Weapons. | — |
| PL-55 | Flame Wall | 1 | If your Hero has a Fire weapon, your opponent can't run any Plays this Battle. | — |
| PL-56 | Icy Shield | 1 | If your Hero has an Ice weapon, your opponent can't run any Plays this Battle. | — |
| PL-57 | Steel Defense | 1 | If your Hero has a Steel weapon, your opponent can't run any Plays this Battle. | — |
| PL-58 | Indestructible | 1 | This Hero can't have its power reduced by an opponent's Play. | — |
| PL-59 | Full Court Press | 2 | Your opponent can't run any Plays this Battle. | — |
| PL-60 | Curveball | 3 | Replace your Hero with any Hero from your hand and draw 1 Hero. | — |
| PL-61 | Add Firepower | 2 | Flip a coin 4 times. For each heads, you can either draw a card (Hero or Play) or Recover a Hot Dog from your Discard Pile. | — |
| PL-62 | Going Back to Back | 3 | This Hero gets any extra Power your previous Hero had. | — |
| PL-63 | Flip Ya For 2 Plays | 0 | Flip a coin: If heads, you draw 2 Plays. If tails, your opponent draws 2 Plays. | — |
| PL-64 | Easy Choice | 1 | No matter the outcome of this Battle, you decide who gets Honors (goes first) in the next Battle. | — |
| PL-65 | Dog Gone Inflation | 1 | Your opponent's Plays each cost an extra 2 Hot Dogs for this Battle and the next Battle. | — |
| PL-66 | Tough Call | 2 | Reveal the top 3 Plays of your Playbook; choose 1 and add it to your hand then Discard the other 2. | — |
| PL-67 | Don't Call It A Comeback | 1 | Replace this Hero with any Hero from your Discard Pile. | — |
| PL-68 | Late-Game Magic | 2 | You can only run this Play in Battle 5 or later; give your Hero +20. | — |
| PL-69 | Loan Sharked | 2 | For the rest of the Game if a coin is flipped, lower the opponent's Hero in the active Battle by -5. | — |
| PL-70 | Pulling The Plug | 1 | Any Plays that are affecting the rest of the Game are now cancelled going forward (including your own). | — |
| PL-71 | Rally Cap | 2 | If your Hero in this Battle is losing by 15 or more it gets +20. | — |
| PL-72 | Rob Peter Pay Paul | 1 | This Hero gets +15, but your Hero in the next Battle gets -5. | — |
| PL-73 | Shooters Shoot | 2 | Flip a coin 4 times; your opponent's Hero gets -5 each time the coin lands on tails. | — |
| PL-74 | The Champion's Lasso | 0 | Get 1 Hot Dog back from your Discard Pile for each Hot Dog your opponent uses (or has used) in this Battle. | — |
| PL-75 | To Fight Another Day | 2 | If you lost the previous Battle, your Hero in the active Battle gets +20. | — |
| PL-76 | Win The Toss | 1 | Flip a coin; if heads, run the top Play from your Playbook in this Battle for free (0 Hot Dog cost). | — |
| PL-77 | Gavel of Justice | 4 | Lower the opponent's Hero by -30. | — |
| PL-78 | No Huddle | 0 | If you ran a Play in the previous Battle, this Hero gets +15. | — |
| PL-79 | 1-4-1 Hero | 1 | Draw a Hero from your Hero Deck. | — |
| PL-80 | 1-4-1 Play | 1 | Draw a Play from your Playbook. | — |
| PL-81 | Adding Depth | 2 | Draw a card from either your Playbook or your Hero Deck. | — |
| PL-82 | Crystal Ball | 0 | Pick a number 1-6, then your opponent picks a different number 1-6; roll a die; if it lands on either player's number their Hero gets +30. | — |
| PL-83 | Double or Nothin' | 1 | Flip a coin twice; if both land on heads, play the top card from your Hero Deck and add its power to the active Hero in this Battle. | — |
| PL-84 | Heads-Up! | 2 | Flip a coin 4 times; your Hero gets +5 each time the coin lands on heads. | — |
| PL-85 | Jump Ball | 0 | Flip a coin; if heads, your Hero gets +10, if tails, your Hero gets -10. | — |
| PL-86 | Late Game Lockdown | 2 | Your opponent cannot Substitute in Battle 7. | — |
| PL-87 | Lucky 7 | 0 | Roll a die two times; if the numbers add up to 7 your Hero gets +100; if any other number you must Discard a random Hero from your hand. | — |
| PL-88 | Lucky Bounce | 2 | Roll a die; your Hero gets +5x the number; (ex. If you roll a 3 your Hero gets +15). | — |
| PL-89 | Robin Who | 1 | Steal -5 from your opponent's Hero and give +5 to your own Hero. | — |
| PL-90 | Pinch HItter | 1 | Next Battle you can Substitute for free (0 Hot Dog cost). | — |
| PL-91 | Prevent D | 3 | Your opponent can't run any Plays in Battle 7. | — |
| PL-92 | Random Bench Ejection | 1 | If your opponent's Hero has a power of 100 or more, they must Discard 1 random Hero from their hand. | — |
| PL-93 | Rebuild | 2 | If you lost the previous Battle, Discard all Heroes in your hand and draw 4 new Heroes from your Hero Deck. | — |
| PL-94 | Waiver Wire Pickup | 2 | Search your Hero Deck for any Hero with up to 100 power and add it to your hand. | — |
| PL-95 | Trash Bandit | 0 | Recover 1 Hot Dog from your Discard Pile. | — |
| PL-96 | Worth The Risk? | 1 | Roll a dice: if you get a 1 or 6, your Hero's power drops to 0. If you roll a 2-5, you gain +25. | — |
| PL-97 | Opps' Choice | 1 | Send your Hero to the Discard Pile. Reveal the top 2 Heroes from your deck. Your opponent picks 1 to join the battle, and the other goes to your Discard Pile. | — |
| PL-98 | Immunity | 1 | This Hero can't be affected in any way by your opponent's Plays. | — |
| PL-99 | Change The Future | 2 | You can re-order your face-down Heroes in future Battles, but you can't look at them. | — |
| PL-100 | QB Sneak | 1 | If this Battle is tied, your Hero gets +1. | — |