OK. So I've consolidated the list down and I really like most of what I have. But two are just not good enough yet.
Ice!
A violent sport on Ice? It'll never catch on. After a ball bounces, it moves 1 more square in the same direction. Also whenever a player is knocked down, they slide 1 square in a random direction(use the scatter template and the D8). If they would slide into an occupied square, they do not move. If they slide off the pitch make an injury roll for them as normal. if they slide into a square with the ball the ball bounces (and moves 1 extra square as per normal bouncing rules (for this pitch)). Note that the players are assumed to have been issued appropriate kit to traverse the ice - skates, snowshoes or enhanced cleats - so movement is not affected.
Poorly Built Dungeons
Security is non-existent and this stadium and it really shows as the stadium is packed! Both players roll 3d6 instead of 2d6 to determine how many fans show up to support each team. FAME is calculated normally. The chances of keeping a committed fouler under lock and key aren't great when the dungeon locks are unreliable and the bars are surprisingly wide apart. At the start of each drive, after rolling to see whether knocked out players recover, each coach also rolls a d6 for each of their players that has been sent off for any reason. On a result of 5 or 6 the player is returned to the reserves box and can be used as normal starting with the next drive (they will always miss at least one drive). You might think both teams would make more gold from the gate but most of the fans snuck in - the cheapskates! Both team roll 1d3 instead of 1d6 when determining how much each team earns. The bonus for winning and FAME are normal.
I feel like Ice! needs... something more. And I'm just not sure how excited dedicated foulers would be about the dungeons. Any input appreciated!