4th Street Software 4th Street Football Board Game User Guide
- June 9, 2024
- 4th Street Software
Table of Contents
4th Street Football Board Game
4th Street Software
Board Version 2.4
Copyright 2000-20 4th Street Software All Rights Reserved
1
4th Street Football Instructions
Thank you for purchasing 4th Street Software’s Pro Football board game!
8/18/2020
The instructions for this game have been divided into the following sections:
- player rating explanations 2. general play instructions 3. advanced play instructions
We recommend that you read through sections 1 and 2 above before playing the game and playing the game before you try the advanced instructions.
Player Ratings
Each player has been rated in several different areas. The main ratings however, are their “x A B C D E” numbers. These values are the “bread-and- butter” of the game.
While all players have been given “x A B C D E” ratings, the ratings themselves differ between offense and defense. For example, a DEFENSIVE lineman’s “A” rating reflects his ability at stopping the run. His “B” rating is his ability to rush the passer. Meanwhile, an OFFENSIVE lineman’s “A” rating judges his power blocking ability, and his “B” rating is a measure of how well he blocks on the move.
The table on the next page gives an explanation of what each position’s “x A B C D E” ratings are and an “average” value at each rating. Please note that the “average” ratings are really meant for starters. Backup players generally receive lower ratings.
2
Player Ratings Overview
Offensive line
Avg Ratings Quarterback
Avg Ratings Running Back
Avg Ratings Wide Receiver
Avg Ratings Tight End
Avg Ratings Defensive Line
Avg Ratings Linebacker
Avg Ratings Defensive Back
Avg Ratings
x Supple-
5 mental
3 Blocking
5 Rating
3 –
6 –
3 –
3 –
3
A Power blocking
7
B Speed blocking
7
C Short pass
blocking 7
D Med. pass blocking
7
E Long pass blocking
7
Inside runs Scramble
5
6
Short passing
7
Medium passing
7
Long passing
7
Inside runs Speed runs Short pass Med. pass Long pass
7
receiving receiving receiving
7
7
6
5
Inside runs Outside Short pass Med. Pass Long pass
runs receiving receiving receiving
5
6
7
7
7
Inside runs Outside Short pass Med. Pass Long pass
runs receiving receiving receiving
6
5
7
7
6
Run defense
3
Pass rush Short pass Med. Pass Long pass
defense defense defense
3
1
0
0
Run defense
3
Blitz rush Short pass Med. Pass Long pass
defense defense defense
3
3
2
1
Run defense
2
Blitz rush Short pass Zone pass Man pass
defense defense defense
2
3
3
3
Kicker Avg Ratings Punter Avg Ratings
x
30
40
50
KO
–
FG<30 yds FG<40 yds FG<50 yds FG>50 yds Kickoffs
and PAT
2
NA
NA
NA
NA
NA
x
<R
<N
R
N
KO
–
Own side of Own side of Opp side of Opp side of Kickoffs
50-rush
50
50-rush
50
2
NA
NA
NA
NA
NA
These “average ratings” are for average starters.
At first glance, you might believe that your defense would be best if you
placed 11 defensive
backs on the field at the same time because, except for their run defense, you
would have better
numbers on the field than with defensive linemen and/or linebackers. This is
not true, because ALL
players have a results column underneath each of the “A B C D E” (not x…this
is explained later) ratings. While a defensive back and a defensive lineman
might both have the same “A” rating for instance, the results in the column
for the lineman might average out to yield only 1 yard (or less),
while the d-back’s might be over 3 yards! This is a significant difference,
which you will grow to appreciate when setting up your defense. Some examples
of player rating blocks are listed below:
3
Drew Bledsoe
Buf 2003 11
QB(10)7
inj +5
x ABCDE 1 55766 2 02 11 21 21 41
3 02 85 11 45 45
4 02 10 46 11 46
5 01 84 11 11 31
6 01 00 11 21 21
7 01 01 10 46 46
8 01 83 05 11 46
9 01 02 07 21 46
10 01 03 45 45 45
11 01 04 11 46 31
12 54 10 18
KR~K6 (21»2) PR~P6 (11»2)20 Ret~S(11»2) Fum~20
18 18 KC~O2 PC~R2
Fat~0
Eric Moulds
Buf 2003 80
WR
inj +2
x ABCDE 2 56887 2 10 21 31 41 41
3 01 10 11 31 46
4 02 09 46 46 41
5 03 08 21 21 46
6 04 05 10 10 31
7 03 11 11 11 46
8 04 07 10 21 41
9 02 10 07 10 31
10 24 24 26 26 27
11 15 15 15 15 15
12 12 21 16
KR~K6 (21»2) PR~P6 (11»2)20 Ret~S(11»2) Fum~10
16 16 KC~O2 PC~R2
Fat~2
Aaron Schobel
Buf 2003 94
DE
inj +5
x ABCDE 3 25100 2 28 62 03 63 66
3 03 47 62 46 46
4 02 47 09 46 46
5 54 47 03 11 21
6 01 47 04 11 46
7 84 45 05 11 46
8 83 47 06 46 46
9 00 48 02 46 46
10 22 26 26 26 20
11 39 39 20 20 89
12 02 69 17
KR~K6 (21»2) PR~P6 (11»2)20 Ret~P(11»2) Fum~20
17 17 KC~O2 PC~R2
Fat~5
You also probably noticed that offensive ratings are generally higher than defensive ratings. This is because the two are subtracted and compared to a 10-sided die on virtually every play.
For example, if Schobel and Bledsoe were matched up on a play with Bledsoe’s
“B” rating and Schobel’s “A” rating in question, we would subtract Schobel’s
(2) value from Bledsoe’s (5), resulting in a “3” (5 2 = 3). Therefore, if
the 10-sided die rolled had a value of 3 or less (0 to 3), Bledsoe would win
the matchup and the result of the play would be found on his card. If the die
were higher than 3
(4 to 9), Schobel would win the matchup and the play result would be found on
his card. Schobel
would therefore have a 60% chance of winning this matchup.
As offensive coach, it is your job to call plays in which the matchup will favor your team. As defensive coach, it is your responsibility to adjust your defense in order to prevent the offense from exploiting your weaknesses.
The Play Cards
Another important part of the game is the play cards. They provide information about each play about which players are matched up against each other, which ratings each player will tested on, and how frequently each matchup will occur.
The play diagram above, named “F1 Cross” (meaning “Flanker Cross”), is an
example. The larger, bold faced letters, such as “s”, “T”, “G”, etc. represent
individual offensive players (“s” for split end, “T” for tackle, etc.). A
capital “F” refers to fullback, while a lower case “f”
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refers to a flanker. In some formations, more than one flanker may be on the field at the same time, so a number may follow the letter. “f1” means flanker 1, “f2” means flanker 2, and so on.
Below is a table with the offensive symbols and their meanings:
Symbol s s1 s2 T G C t t1 t2 f f1 f2 Q H F
Player Split end First split end Second split end Tackle Guard Center Tight end First tight end Second tight end Flanker First flanker Second flanker Quarterback Halfback fullback
Each offensive player has been given “route lines”…lines which indicate to
which section of the field they are moving. Solid black lines represent the
motion of linemen, thinner lines (sometimes
dashed-dotted) represent the motion of “skilled position” players, and heavy
dashed lines represent the motion of the player who is the intended receiver
or ball carrier on the play.
In the example play, the flanker is moving to the middle medium (strong safety) pass zone, the split end to the left (RCB) medium pass zone, the fullback is moving to the middle short pass zone, the tight end is blocking any player who might be in the far right pass rushing zone, the halfback is blocking any player who might be in the far left pass rushing zone, etc.
To the right of each offensive player is a letter, followed by a range of
numbers. On our card, the
flanker has a “D 13-16” following his “f” symbol. This means that on d20
(20-sided die) rolls from 13 through 16, the flanker’s “D” rating (medium pass
rating) is in question.
Defensive players are not represented on the card because the defensive coach can move them from zone to zone. Therefore, the zone in which a player (or players) resides is called into question instead.
In our example card, d20 rolls of 8 through 16 are targeted toward the middle
medium pass zone,
and the player in that zone will have his “D” rating tested. Since rolls 13-16
have already been discussed on the offensive side (they are calling on the
flanker), rolls 8-12 must be referring to a
different offensive player. If you look, you will see that indeed, the
quarterback’s “D” rating is in question on rolls 8 through 12.
Occasionally, the defense will move its players so that a zone is unoccupied.
If an unoccupied zone is comes up on a dice roll, the offensive player
automatically wins the matchup. Conversely, if a zone has enough defensive
points (generally from 2 players) that causes the net matchup points to be
negative, then the defense automatically wins.
5
The Game Board
There are two different game boards in 4th Street Football. One is designed
for face-to-face play and has two parts each measuring 8½” x 14″. When placed
together, the entire field should measure 17″ x 14″. A third 8½” x 14″ section
has the return tables, result codes, and a timer.
The other game board is designed for solitaire play, and measures 8½” x 11″.
The game boards supply a wealth of information, allowing you to concentrate on
running your offense and defense without having to flip endless charts. An
outline of the different areas of the boards follows:
Defensive zones
6
Offensive zones
Field position Tracker
Time, field position, yardage for first downs, results, defensive and
offensive player positions, and return results are all kept track of on the
game board.
The defensive side of the game board has four different levels, as shown
below:
Long Pass Zone
Medium Pass Zones
Short Pass (Linebacker) Zones
Pass Rush (Lineman) Zones
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When filled with player tokens, a 4-3 defense might make the grid look like this: 11
9
10
8
7
6
5
4
3
2
1
Setting up the Game
It is a good idea to organize everything in front of you before the game
begins. Your game should include:
1. five dice {one 20-sided (d20), one 10-sided (d10), one 12-sided (d12), and
two 6-sided (d6)}.
2. one game board (14″ x 17″, in two parts) and one solitaire game board (8½”
x 11″…doesn’t have zones)
3. five sets of offensive play cards (one set for each formation, plus one
set for special teams plays)
4. defensive play cards 5. player “cards,” which come in one of three
formats: team, cut-line, or perforated 6. team platoon sheets (one for each
team) 7. player tokens (twenty-two of two different colors) 8. cardboard first
down marker 9. football token 10. time and timeout tokens The d12 is used
sparingly in the game, mostly for identifying players on unusual plays. When
you see the phrase “all 4 dice are rolled” (or something equivalent), leave
the d12 out.
After looking at the player sheets for the starting offense and defense, you
may have noticed that the offensive team appears to be heading “north” (up)
and the defensive team appears to be facing
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“south” (down). If you are playing solo, you may then match one team’s offensive sheet with the other team’s defensive sheet to make them easier to read, as the players facing off against each other will basically be adjacent to one-another.
Place a defensive token (numbered 1-11) on each of the defensive players you
wish to start. Place a matching token in the zone on the game board you wish
each player to play. For example, if you place a number “2” on a defensive
lineman, then you probably want to place a “2” in one of the lineman zones on
the game board. The tokens serve two purposes:
1. identification of players 2. indication of where the players are located
or are moving to
Alternatively, you may choose to cut out the players and place them on the field instead of using tokens.
The tokens are generally intended to match up with the following positions:
Token Number 1 2 3 4 5 6 7 8 9 10 11
Defensive Player LDE LDT RDT RDE LLB MLB RLB LCB RCB SS FS
Offensive Player QB SE FL TE FB HB LT LG C RG RT
When switching formations, use the positions listed on the platoon sheet to
determine the token numbers. For example, in the Nickel defense the 6th player
down on the list is the “DB1” (nickel back), so his token number is “6”.
Occasionally you will need to identify a player using the d12. Use the table
above as a guide. A
d12 roll of 12 generally means that no player was identified, so the play
finishes “as is”. As examples, on a fumble, the ball has rolled out of bounds
at the spot, and If identifying a player for an injury, a
d12 roll of 12 means that nobody is hurt.
Place the football marker and first-down marker on the area of the board which
represents the
field. Place the time token (at 15:00) and the timeout tokens on their
respective portions of the board.
Playing the Game (Standard)
1. Offense makes substitutions. 2. Defense makes substitutions. 3. Offense
selects play from appropriate play card set (hiding the card from the
defensive
coach) and announces the offensive formation to the defense. 4. Defense moves
players into the zones it needs to in order to defend the play type they
believe will be called. 5. Offense reveals the play and rolls the four dice
(all but the d12). 6. Using the d20, an offense-defense matchup is determined
from the play card as described
previously.
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7. The defensive points in the zone attacked are subtracted from the
offensive points of the player in the matchup. If the d10 is equal to or less
than this new value, the offensive player wins the matchup. Otherwise, the
defensive player wins the matchup. Offense automatically wins when there are
no defensive players in the matchup. Defense automatically wins when the
points in the matchup are negative.
8. The two d6 are added together, and the play result is found on the player
who won the matchup (see #7 above) under the correct column (A B C D E). In
cases where the offense won the matchup AND the offensive rating was “x”: the
yardage gained on running plays is equal to the sum of the two d6, and on
passing plays, use the quarterback’s column (use the same column as the rating
for the intended receiver) to find the play result.
9. The play result is now read off the play result section of the game board.
The Clock
Under normal circumstances, the clock moves 3 ticks (30 seconds) on a run or
completed pass, 2 (20 seconds) ticks on an incomplete pass, touchdown, safety
or penalty and 1 tick (10 seconds) on any type of kick.
The “slow down” offense may also be used. All plays have 10 seconds added to
them (move the clock 1 additional space to those described above) except for
successive incomplete passes, on which the second pass (and additional
successive incomplete passes) take only 10 seconds.
The “hurry up” offense reduces all of the normal timings by 10 seconds, except
for those normally taking 10 seconds (they still take only 10 seconds).
Timeouts decrease the amount of time of all plays to 10 seconds.
The clock automatically stops at the 2:00 mark at the ends of each half.
In addition to the altered clockwork, the hurry up offense disallows any
substitution (offensive or defensive) unless one of the teams calls a timeout
or an injury occurs.
Plays which are directed toward the outside of the field may be run out of
bounds to stop the clock. These plays drop an additional 10 seconds from the
play time (minimum, 10 seconds) and include only those in which the receiver
or runner target the zones labeled “LCB”, “RCB”, “LLB”, or “RLB”.
· If in hurry-up offense, the play is out of bounds when ever the offensive
team wins the matchup and the two d6 are NOT doubles.
· If in slow-down offense, the play is out of bounds when the defense wins the
matchup, and the two d6 are doubles.
· In all other situations, the play is out of bounds when the two d6 are
doubles.
Special Teams Play
Each team has a platoon sheet, which not only includes lineups for different
offensive and defensive sets, but also special-teams units. The numbers on
this sheet correspond to the numbers on the special teams play cards (some of
the dice rolls may differ, but the dice roll percentages are the same).
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Rather than using the “x A B C D E” ratings, special teams plays use the
ratings at the bottom of the card…KR (kick return), KC (kick cover), PR (punt
return) and PC (punt cover). Also, there are no columns on the players for
special teams returns. Instead, players have all been given special teams
letter grades which are used on the Return Table section of the game board.
For example, a player may have a kick return rating of “KR~8J(61»4)”. This
means that the player has a KR rating of “8” (this is used similarly to the “x
A B C D E” ratings on normal plays). If he were the player returning the kick,
you would use the “J” column on the Returns section of the game board. If this
player returns the kick, his long return is “61” (60 + d10 yards, as found on
the game board). If the player is not returning the kick (but is still
identified in the matchup) and wins the matchup, use the returner’s return
letter and return long rating.
A fourth rating in the KR row, which is to the right of the “»” (in this case
a 4) is the “Long Frequency” rating. The “Long Freq” rating is used on the
return table, and swaps with the “L” (long) return from its usual “2” position
to the position indicated by the number (in this case to the “4” position).
For example, the “normal” return column for a “D” returner looks as displayed
on the left. Note that the “L” is listed for dice roll “2”. If our returner
has a “Long Freq” rating of “4”, the return at the “2” dice roll is swapped
with the return at the “4” dice roll, so the column becomes that as show on
the right.
“Long Freq” ratings other than “2” are not common…in fact, only a dozen or so
players each year will have anything other than a “2” listed. Those that do
are VERY dangerous return men, as they have most likely scored a touchdown on
a minimum number of returns OR have scored multiple touchdowns on returns
during the given season. The highest “Long Freq” rating is “7”, which will
give 6 chances in 36 of a long return. “Long Freq” ratings have been given for
punt returns, kick returns, and fumble/interception returns as of 2007.
Punt return ratings have one additional value…that for fair catches. A player
might have a string of values for his PR rating of “PR~7L(21»2)18”. Again, the
player’s PR rating is 7 (similar to the “x A B C D E” numbers on normal
plays). The “L” is the column identifier on the Return Table section of the
game board. The “21” is the player’s long return (20 + d10 yards) and the “2”
is the player’s long frequency rating for punts. The “18” is the player’s fair
catch rating (on high punts, a d20 roll from 118 results in a fair catch,
while rolls 19-20 are returned).
If the player on the kicking team wins the matchup, use his KC or PC letter.
The return long is changed to “21” (on kickoff returns) and “90” (on punt
returns).
Punts and field goals are handled mostly from the punter and kicker cards.
Punter Cards…Punters have 4 punting columns, described earlier in the player
ratings section. To determine whether or not a rush is on, roll a d20. If the
d20 is equal to or less than the number of players rushing the punter (the
number of players in the rushing zones on the game board, both linemen and
linebackers zones included), then the punter is being rushed and either the
“<R” or “>R” columns are used (“<R” if the ball is on the offense’s side of
the 50, “>R” if on the 50 or on the
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defense’s side of the field). If not, the “<N” or “>N” columns are used instead (“<N” for no rush and on the offense’s side of the field, “>N” for no rush and on the defense’s side of the field).
If the receiving team elects not to return a punt, roll all four dice to determine how far (and in which direction) the punt rolled. If the d6 match, the punt rolls backward d10 yards from where it hit. If the d6 do not match, the punt rolls d20 yards forward from where it hit.
On field goals and extra points, add 17 yards to the yard line and refer to
the appropriate
column on the kicker’s card. For example, on an extra point (ball is at the
2-yard line) the total is 19. Therefore column “30” will be used (<30-yard
line) on the kicker. The “>” column is for kicks of 50 yards or greater (Note:
kickers from older seasons may have different distances shown on their
cards). Kickers also have a long field goal rating which is located next to
the “K” position listing on their cards. A kicker may not attempt a field goal
from a yard line greater than this rating. (For
seasons prior to 1974, add 7 to the yard line rather than 17, as the goal
posts at that time were
located at the goal line rather than at the end line of the end zone.)
If a field goal attempt is within range of a kicker, the kicking team
announces that they are lining
up in field goal formation. They can then select either the “Field Goal” play
card or a “Fake Field Goal” play card, and place it face down. The defense may
then bring players into the linemen and linebacker zones to rush the kick. The
offensive coach then reveals his play call.
If the play is indeed a field goal attempt, roll all 5 dice. If the d20 is less than or equal to the number of on-rushing defenders, a rush is on, and if the d12 roll is a 12, a weird play is possible. Add the two d6 and consult the Weird Play chart.
If there is no rush, ignore d12 rolls of 12.
If no weird play occurs, add the two d6 and look at the proper column on the kicker in order to determine the play result.
If the d12 roll is 11, a possible penalty has occurred. After finding the result of the play, re-roll the d10 and use the table below to determine whether an infraction occurred:
0
Holding, kicking team (10 yds)
1
Unsportsmanlike conduct, defense (15 yds and automatic first down for kicking team)
2-5
No penalty
No penalty, but a kicking team player is injured. Roll the d12
6
to identify the injured player (a d12 roll of 12 indicates no
one is hurt).
No penalty, but a defensive player is injured. Roll the d12 to
7
identify the injured player (a d12 roll of 12 indicates no one is
hurt).
8
Offsides, kicking team (5 yds)
9
Offsides, defense (5 yds)
While play cards for several different punt and kickoff plays are included, the matchups are also listed on the team platoon sheets. This makes finding matchups easier, and makes the special teams play cards basically unnecessary.
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The following procedures are followed on punts and punt returns:
1. Offense announces that they are in punt formation (this means that the punting platoon is
on the field).
2. Defense announces any platoon changes (they may choose to keep their defense on the
field OR bring in their punt return team).
3. Defense moves rushing players into their linemen and linebacker zones.
4. Offense reveals play card, and announces if they intend to do a coffin- corner kick (when on
or inside the opponent’s side of the 50 yard line, the offensive team may choose to do a
“coffin-corner” kick…a kick out of bounds as close to the goal line as possible which cannot
be returned).
5. Punting team rolls 5 dice, which simulates the snap of the ball. A few things can happen
here:
· If the d12 comes up a 12, a weird play has possibly occurred. Add the two d6 and
consult the weird play chart to find out what happened (if a “no change” in the play
results, re-roll all the dice…but ignore d12 results of “12”…to determine what
happened on the punt).
· On d12 rolls other than 12, determine whether or not the punter is being rushed
using the d20 (see “Punter Cards” above) and determine the appropriate
“<R
<N R N” column to use. Add the two d6 and read the play result (punt result) off the punter. Move the ball down the field the appropriate number of yards. If the d12
is an 11, a penalty has been called during the punt. After the play is over, re-roll the
d10 and use the table below to determine what the infraction was:
0-4 Illegal block, kicking team (10 yds)
5-6 Illegal man downfield, kicking team (5 yds)
7
Holding before the kick, receiving team (5 yds and automatic first down for punting team)
8
Offsides, kicking team (5 yds)
9
Offsides, return team (5 yds)
6. Re-roll all 5 dice for the return. If the d12 is a 12, a possible weird
play may result, so use the d6 total and refer to the Weird Play chart to see
if something odd happened (if a “no change” in the play results, re-roll all
the dice to determine what happened on the punt, but ignore d12 rolls of 12).
If the d12 is other than a 12, consult the punt play card to determine
the winner of the offense-defense matchup. 7. If the matchup winner is on the
return team, use the return man’s punt return letter (and
punt return long, if needed), and check the Return Table on the game board to
find out how
long the return was.
8. If a player on the punt cover team won the matchup, use his punt cover
letter (and a long return rating of “90”).
In some cases, a punt has enough hang time that the return man may need to
call for a fair catch.
If so, roll the d20. If it is less than or equal to the return man’s fair
catch rating, the ball is fair caught at the spot where the kick was fielded.
If not, use the punt return procedure explained above.
On coffin-corner kicks ONLY, subtract the d10 roll from results 31, 32, 41 and
42, rather than
adding them as is usually done. For example, a result of “41” on a punt with a
d10 roll of “4” would usually result in a 44-yard kick. On a coffin-corner
kick, the “4” is subtracted instead of added, making the punt a 36 yarder, and
the ball flies out of bounds and cannot be returned.
13
A d12 roll of 11 is a possible fumble. d12 rolls of 10 indicate the player
losing the matchup is injured. d12 rolls of 8 and 9 indicate a penalty has
occurred; re-roll the d10 and consult the Return Penalties table on the game
board.
Kickoffs prior to 1974 were from the 40-yard line, after which the yard line
was moved to the 35. Currently, kickoffs are from the 30-yard line.
On a kickoff, use the following procedure: 1. Kicking team selects one of the
kickoff (normal, squib, onside) play cards and informs the returning team that
they are ready. 2. Return team moves its players into formation using the
defensive zones on the game board. 3. Kicking team coach reveals his play and
rolls all 5 dice. The distance of the kick is read off the kicker’s “KO”
column (column “E” on older versions of the game) using the two d6. 4. The
return team coach now rolls all 5 dice. On d12 rolls of 12, a weird play is
possible. Use the d6 total and refer to the Weird Play chart to see what
happened (if a “no change” in the play results, re-roll all the dice to
determine what happened on the return, but ignore d12 rolls of 12). If there
was no weird play, the matchup between return team and cover team is
determined using the d20. 5. The KC (cover team matchup man) rating is
subtracted from the KR (return team matchup man) rating and compared to the
d10, as on normal plays. 6. If the return team won the matchup, use the return
man’s KR letter and the two d6 to find the play result on the Return Table
section of the game board. If the cover team won, use that man’s KC letter
instead. 7. If the result of the play is “L” (long), use the return man’s KR
long rating if the return team won the matchup. If the cover team won the
matchup, use “21” as the long. 8. If the kickoff was fielded inside the
10-yard line and a return result of “90” or “0” occurs, add 10 yards to the
result. 9. If the d12 roll is an 11, a fumble may have occurred. If the d12 is
a 10, the player losing the matchup has been injured. If the d12 is an 8 or 9,
a penalty has occurred, so re-roll the d10 and refer to the Return Penalties
on the game board.
Free Kicks
A “free kick” is made after a safety has occurred. The team which surrendered
the safety has the option of having their kicker kick off, or their punter
punt, from their own 20-yard line.
If you choose to kick off, use the same procedures as a normal kickoff.
If you choose to punt, use the “<N” (column “B” in older versions of the game)
column. Punt results that travel out of bounds are treated as line drives
instead. There are no fair catches, and the returner will use his kick return
ratings rather than his punt return ratings.
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Typically, the board will look like this on a kick return:
11
10
9
8
7
6
5
4
3
2
1
If the receiving team suspects an onside kick, they might counter it by moving more players up near the front:
11
10
6
8
9
5
4
3
2
1
7
15
In this setup, returns are unlikely. The receiving team recovers all kicks
unless the d6 total is from 3-5, OR if no receiving team player is in the
attacked zone. Balls successfully fielded in any of the “back” zones…including
those occupied by players 6, 8, 10 and 11 in the illustration above…may be
returned, even on an onsides kick. If the kicking team kicks deep (normal or
squib) and no player is there to return the kick, the ball rolls through the
end zone for a touchback.
The player recovering the kick is identified by the d12, as per the routine
used in recovering fumbles. If a d12 roll comes up “12”, the ball has rolled
out of bounds. This may require a rekick, depending upon the rules for the
season you are playing with.
The distance that the ball is kicked is listed on the play card in the zone to
which the ball is fielded. On d20 rolls of 1 through 17, 19 and 20, the ball
travels “1+” (10 + d10) yards. On d20 roll 18, the ball travels “2+” (20 +
d10) yards.
A third kick option is the squib kick. Squib kicks won’t travel as far as
normal kicks but are targeted toward players not accustomed to returning
kicks. Similar to the Onside Kick, read the distance on play cards 3+, 4+ etc
to be result code “31,” “41” etc.
All players have been given KR and PR ratings, but most are NOT good return
men. The best return men can be identified by their return letters. Typically,
if the KR rating is higher than a “K”, and if the PR rating is higher than a
“P”, the player is a decent return man. The closer to “A” the rating is, the
better chance for a good return.
Defensive Strategies
Having a talented team really goes a long way toward a winning season. But how
you run your defense may be even more important. Putting your players in
position to stop a run or pass is key to your team’s success.
On running plays, about 75% of the matchups will involve the “front line” of
defense. That is, the linemen and linebacker zones. Placing a defender in or
directly behind each of the seven front line zones (lanes) will almost
guarantee that you are “covered” on a running play. Players in the very front
line are attempting to cross the line of scrimmage after the ball is snapped.
Those directly behind (in the linebacker zones) are taking on blockers and
playing “read-and-react” defense, which means that they are not only wary of
the run, but also in position to defend against short passes.
16
7
6
5
4
3
2
1
Linebackers are playing directly behind the empty front zones, effectively
defending the run and also in position to defend the pass.
One strategy, albeit a risky one, is to “stack” some of your defenders. This
results in a “doubleteam,” so to speak, because if successful, your defense
gets to add the points from the players called in matchup if they are both in
the correct zone. On the other hand, it also opens holes for the offense
because not all of your rushing lanes may be defended.
7
6
5
4
3
2
1
Linebackers are “stacked” directly behind defensive linemen. This increases
the defensive point total in these zones vs. the run but leaves other rushing
lanes completely empty.
17
Another strategy involves bringing defensive backs (especially the strong
safety) “into the box”. This allows the defense to have all seven rushing
lanes covered, plus allows a stack in at least one
lane, depending upon how many d-backs you bring up.
7
6
10
5
4
3
2
1
A defensive back (in this case, the strong safety, #10) is brought up to play
run defense (“in the box”)
Defensive players may also be moved to the very front line (the lineman zones)
to rush the passer.
Finally, defensive players may also be moved into the back zones in order to
prevent big gains on passing plays. Dropping the middle linebacker into the
middle medium pass zone, for example, will help bulk up the defense there, but
weaken it elsewhere.
When two players are in a single zone, the defensive points for the two are
added before then being subtracted from the offensive player involved in the
matchup. For example, if a running play is called in which the offensive right
tackle’s “A” rating is called and the zone opposite him is “stacked” with a
defensive tackle having an “A” rating of 3 and a linebacker having an “A”
rating of 2, the defensive matchup total is 5 (DT 3 + LB 2 = 5). If the
offensive tackle’s rating were a 7, he would have only a 30% chance of winning
the matchup (7 5 = 2) so only results 0 through 2 would win the matchup for
the offensive team.
If the defensive players win the matchup when “stacked”, the player having the
lowest number value on their token will have the result read from his card. So
if a defensive tackle with a token number of 1 and a linebacker with a token
value of 5 are stacked and together win the matchup, the play result will be
read from the defensive tackle’s rating block.
It is also permissible to key or double-team a player. A key is called on a
particular running back after the offense announces that they have selected
their play, but before they reveal it. If correct (on both identifying the
running back AND identifying the play as a run), the defensive coach may look
at the play card the offense selected, and then move his #6 token (the middle
linebacker in a 4-3 defense) anywhere in the running lanes he chooses before
the dice are thrown, and the defense adds a bonus of 1 point to their
defensive total, even if the MLB is the only one involved in the matchup. If
18
incorrect on either identifying the correct running back OR if the play is a
pass, token #6 is completely removed from the game board for that play.
A double-team is announced in the same manner, but the free safety (token #11)
is moved to the zone in which the double-teamed player finishes the play, even
if the intended receiver is not the player the defense is double-teaming.
There is no “wrong” call on a double-team, but keep in mind that moving the
free safety out of his usual deep zone may result in a big play. If correct,
combine the two players’ defensive ratings that would normally be used on the
play. Red Zone Defense
The “Red Zone” is defined in this game as an offense being on or inside the
opponent’s 20-yard line. In this situation, all passes in which the deep pass
zone is called in a matchup are incomplete. For this reason, the free safety
(token #11) may freely move up closer to the line of scrimmage without fear of
being “burned”. This has a chain reaction, as other defensive backs are now
able to move in to play run defense.
Also, running play results of “10” automatically are changed to results of
“half-the-distance to the goal” inside the opponent’s 10-yard line. Round up
when needed (e.g., if the ball was at the 7-yard line and a play result of
“10” occurs, the gain is for 4 yards).
19
ADVANCED RULES
Advanced rules may be implemented whenever you feel comfortable with the game system.
ADVANCED RULE…Man-to-Man Defense and Combo Coverage
In man-to-man defense, each cornerback follows the outermost wide receiver on their side to the zone where they stop, the strong safety is placed into the zone where an inner receiver (for example the tight end) goes, and the free safety follows the other inner receiver, if there is one. Ordinarily, the RCB will cover the SE, LCB covers the Flanker, and the SS covers the TE.
Running backs are ignored when playing man-to-man defense.
Combo coverage is somewhat similar, except that ONLY the cornerbacks are involved (in the same manner as explained for man-to-man coverage). The safeties play zone, and so can be moved anywhere before the play card is revealed but not after.
Double-teaming a receiver in these coverages is allowed. Again, the free safety will move to the location where the double-teamed receiver goes.
When called upon, a player in man-to-man coverage will always use his “E” rating when the play card calls on his “D” or “E” rating. If in the short pass (linebacker) zones, use his “C” rating. If he wins the matchup, the play result is read from the column called upon on the play card (typically “C” for short passes, “D” for medium and “E” for long passes).
Players playing zone defense will always use their “D” rating when either the “D” or “E” rating is called for on the play card. If the “C” rating is to be used, use it instead. If he wins the matchup, the play result is read from the column called upon on the play card.
Linebackers are not included in man-to-man or combo coverage schemes. Instead, they simply play where they are placed, using the rating called upon by the play card. Technically, they always play zone defense.
Drew Bledsoe
Buf 2003 11
QB(10)7
inj +5
x ABCDE 1 55766
ADVANCED RULE…Audibles
2 02 11 21 21 41 3 02 85 11 45 45
An audible may be called by the offense in response to a defensive scheme that may result in a bad play for the offense. After the defense announces they are ready, the offensive coach may opt to call for an audible.
4 02 10 46 11 46 5 01 84 11 11 31 6 01 00 11 21 21 7 01 01 10 46 46 8 01 83 05 11 46
The success of an audible is dependent upon the quarterback’s ability to read
the defense. More experienced quarterbacks are typically rated
more highly at this than younger quarterbacks. The audible rating on a
quarterback is to the right of his interception rating, which is found in
parentheses next to his position listing. Bledsoe’s interception rating is
“10,” while his audible rating is a “7.”
9 01 02 07
10 01 03 45
11 01 04 11
12 54 10 18 KR~K6 (21»2) PR~P6 (11»2)20 Ret~S(11»2) Fum~20
21 46 45 45 46 31 18 18 KC~O2 PC~R2
Fat~0
After an audible has been announced, roll a d10 to see whether the audible is allowed. A roll lower or equal to the QBs audible rating results in a successful audible. The offense may select a
20
different play card (from the same formation) and the defense may realign his
players. A d10 roll of 9 results in a delay-of-game penalty on the offense
(this may be avoided by calling a timeout, if the offense has any left).
The visiting quarterback’s audible rating is reduced by 2 points unless his
team is ahead by 14 or more points (this is a crowd noise factor).
Only one audible may be called per down. In face-to-face play, you may elect
to limit audibles because of the amount of time they add to the game. ADVANCED
RULE… “Stop-Action”
In Stop Action, offensive “skilled position” players move a short distance,
simulating the beginning of a play, and the defensive coach can readjust his
defense before the offensive coach reveals the play and moves his players to
their final destination.
Stop points are shown on the play cards with a small black circle. Some stop
points are actually in the zones where the offensive player ultimately
finishes the play.
“Stop Points.” These are points where the offensive players momentarily pause,
allowing the defensive coach to readjust his players positioning. The
quarterback is still holding the ball at the stop point.
After the defense announces they are “ready”, the offensive coach announces he
is ready to “snap” the ball. He then moves his skilled position players to
their stop points. The defensive coach is then allowed to move his players ONE
ZONE IN ANY DIRECTION from their current location. The offensive coach then
reveals the play and moves his skilled position players to their ultimate
destinations (designated on the play cards by a small circle). The intended
receiver (or ball carrier on a running play) has a slightly different circle,
which is marked with an “X”. The outcome of the play is then determined, as
usual.
21
ADVANCED RULE… “Spying on the QB”
The defense announces that they are spying on the QB in the same manner that
they announce keys or double teams. If a “45” comes up during play resolution,
the QB does not automatically win the matchup. Instead, re-roll the dice,
subtract the spying player’s “A” rating from the QB’s “B” rating and compare
to the d10. If the QB wins, read the result off his “B” column. If the spy
wins, read the result off his “A” column. The spy is ordinarily the MLB, but
you can announce a spy as any of the players in the LB zones (only one spy is
allowed).
If the linebacker becomes involved in the passing play as a pass defender (his
C, D or E rating is called in to question), subtract 2 from his ratings.
ADVANCED RULE… “Weather Effects”
Weather has been categorized into four areas: “Hot”, “Cold”, “Wind” and
“Precipitation”.
Before the start of the game, roll the d10 twice in succession. Combine the
two rolls (e.g., if the first roll was a “1” and second was a “2”, the
combination would be “12”). Compare this to the team’s “Weather Chart”, found
on the platoon sheet (older versions of the platoon sheets do not have these
values available and need to be downloaded from 4th Street Software’s
website).
The Weather Chart looks something like this:
Weather Effects: Soldier Field Advantage: Grass Disadvantage: Turf
Aug Sep Oct Nov Dec Jan Feb
Hot
20 20 15 5 2 0 0
Cold 0 0 12 25 37 50 50
Wind 30 30 30 30 30 30 30
Precip 20 20 20 20 20 20 20
If the roll is in the range listed underneath the month of the game, the weather is not optimal to play football. Had it been August, this game would be played in HOT conditions.
Repeat the process for the other three weather categories, if applicable.
Some months have both a “Hot” and a “Cold” range listed. Since “Hot” precedes “Cold”, if the dice roll falls in the “Hot” range, skip over “Cold”.
22
Use the following changes when the following weather events are in effect:
Weather Rain Windy
Snow Hot Cold
Effect
Occurs when there is precipitation and it is NOT COLD. Reduce all offensive
ratings by 1. Add 2 to the fumble ratings for all players.
The wind is blowing from left to right (large game board) or north to south
(solitaire game board). When throwing a pass with the wind, add 1 to all of
the QB’s C, D and E ratings. If throwing against the wind, subtract 1 from all
of the QB’s C, D and E ratings. Add an additional d10 yards to all field goal
and extra point attempts when determining which column to use on the kicker’s
card (the kick is still recorded using the same method as usual) when kicking
in to the wind, and subtract d10 yards when kicking with the wind. On punts,
add an additional d10-yards to the punt when kicking with the wind and
subtract d10 yards when kicking into the wind. Remember to switch sides at the
end of quarters!
Occurs when there is precipitation and it is COLD. Reduce all offensive
ratings by 1. Add 2 to the fumble ratings for all players.
Decrease all fatigue ratings by 2 for all players.
Add 2 to the fumble ratings for all players.
Some teams are immune to some of the weather effects and may have other advantages or disadvantages on turf or grass surfaces. These are also outlined in the Weather Chart.
The team operating out of Soldier Field has an advantage on grass, and a disadvantage when playing on artificial turf. Therefore, when playing on grass against an opponent having a disadvantage on grass, add 1 to all player ratings during the course of the game. When this team goes on the road and plays a team on an artificial turf surface which has an advantage on turf, add 1 to all of the opposing team’s ratings during the game. When playing a game on grass against another team having an advantage on grass (or does not have a disadvantage on grass), make no ratings alterations unless other weather effects dictate it. Likewise, if playing on a turf surface against a team having a disadvantage on a turf surface (or does not have an advantage on turf), make no changes to ratings unless other weather effects force the issue.
All weather effects are cumulative. A team playing at Solder Field may encounter rain, wind, and turf-trouble, which could REALLY hurt their chances of winning. A quarterback for a team having a disadvantage on turf could have his ratings drop by as much as 3 points in this situation if throwing into the wind!
Fumbles
While some fumbles (especially those on special teams) occur because of certain dice rolls, most are caused by a defensive player winning a matchup (and obliterating an offensive ball carrier!).
While a fumble number may come up, the ball carrier’s fumble rating (“Fm”,
found near the bottom of his rating block) needs to be used to determine
whether a fumble actually occurs. Roll a d20 and
compare it to the ball carrier’s fumble rating. If the roll is less than or
equal to the rating, a fumble occurs. If not, no fumble occurs.
After a fumble occurs, roll all five dice, including the d12. The d20
determines which team recovered the ball (1-11 offense, 12-20 defense). The
d12 identifies the player who recovered the ball (the player with the token
number equal to the d12 recovers. On a d12 roll of 12, the ball rolls out of
bounds and is retained by the team fumbling).
23
To return a fumble, check the recovering player’s “Ret” rating (bottom of his
rating block), roll all 5 dice and use the two d6 to find out how far of a
return the player made from the Return Table on the
game board. If the d12 is a 12, the player who recovered the fumble fumbles
the ball on the return,
which starts the fumble process all over! On d12 rolls of 10 and 11, a penalty occurred on the return.
Use the “Return Penalties” table on the game board for more details.
Drew Bledsoe
To avoid fumbles and penalties following a turnover, you may instruct
your players to simply “fall on the ball” (no return, but no fumbles and no
return penalties) instead.
Buf 2003 11
QB(10)7
inj +5
x ABCDE 1 55766
Interceptions
2 02 11 21 21 41 3 02 85 11 45 45
Interception results are found on defensive player’s cards. To determine
whether or not an interception actually occurs, roll the d20 and
consult the passer’s interception rating (the number in parentheses just to
the right of the QB’s position listing…Bledsoe’s is a “10”). If the d20 is
less than or equal to this number, the pass is indeed intercepted.
4 02 10 46 11 46 5 01 84 11 11 31 6 01 00 11 21 21 7 01 01 10 46 46 8 01 83 05 11 46 9 01 02 07 21 46
Interceptions may be returned in the same manner as fumbles.
10 01 03 45 45 45 11 01 04 11 46 31
Injuries
12 54 10 18 18 18
KR~K6 (21»2)
KC~O2
PR~P6 (11»2)20
Injuries occur to players losing matchups, who are in the same area
Ret~S(11»2) as the player on which the result number was found (so on a pass
Fum~20
PC~R2 Fat~0
matchup lost by the QB to a defensive back in the middle pass zone
which results in an injury, there IS no injury). Roll the d20, add the player’s injury (“inj”) rating to it,
and then consult the chart below:
d20 + inj 18-25 13-17 10-12 7-9 5-6 3-4 1-2 0 -1 -3 -4 -5 -6
Injury Player is dinged, but remains in game Player is injured for one play Player is injured for the rest of this possession Player is injured for the rest of this quarter Player is injured for the rest of this half Player is injured for the rest of this game Player is injured for this and one more game Player is injured for this and two more games Player is injured for this and two more games Player is injured for this and three more games Player is injured for this and four more games Player is injured for this and five more games Player is injured for the rest of the season
Fatigue
Another optional rule is using fatigue factors. All players have been given a fatigue rating (“Fat”). Offensive skilled-position players receive ratings based upon their real-life performance…the more
24
carries and receptions, the higher the rating. Offensive linemen and
quarterbacks have not been rated for fatigue.
Defensive players have been given a rating based upon the amount of play they
received during the season. The higher the rating, the more they played.
Skilled-position players receive fatigue points based on 1 point per rush and 2 per pass play in which they were the intended receiver.
Offensive Fat Rating:
5 4 3 2 1 0
Subtract 1 from all ratings if player reaches: 35 30 25 20 15 10
Subtract 2 from all ratings if player reaches: 40 35 30 25 20 15
Subtract 3 from all ratings if player reaches: 45 40 35 30 25 20
Must be removed from game if
player reaches: 50 45 40 35 30 25
When an intended receiver or ball carrier is fatigued, subtract points from all the offensive players on each play where the fatigued player ends up touching the ball, as described in the table above.
An offensive player may be rested. Subtract 5 fatigue points if the player is rested for at least 10 successive plays.
Defensive players also can become fatigued when the opponent’s offense has long drives. The following chart is used to determine when a defensive player becomes fatigued.
Defensive Fatigue Rating:
5 4 3 2 1 0
During or after quarter:
5 4 4 3 2 1
Subtract 1 from all ratings if offense maintains
possession for this many consecutive plays: 15 15 10 10 10 10
Subtract 2 from all ratings if offense maintains possession
for this many consecutive plays: 20 20 15 15 15 15
In this scenario, a defensive player with a Fatigue rating of 2 becomes
susceptible to fatigue in the
third quarter (and beyond) if the opposing team’s offense maintains possession
for 10 consecutive plays. If this player has been on the field for all 10 of
those plays, he loses 1 from all his “ABCDE” ratings. If he stays on the field
for 15 consecutive plays, he loses 2 from his “ABCDE” ratings.
Defensive players may also be rested but need to sit out only 5 consecutive
plays. In doing so,
their string of consecutive plays is interrupted, and they start “fresh”. This
rule works when the offense is out on the field, too. Therefore, each time a
team’s offense holds the ball for at least 5 plays, the “string is broken”,
and all defensive players for that team are rested.
Some gamers may want to use the Total Play Count method to determine defensive
fatigue, in which this chart is substituted for the previous:
25
Defensive Fatigue Rating:
5 4 3 2 1 0
Reduce ABCDE ratings by 1 when Total Play Count Exceeds: 80 70 60 50 40 30
Reduce ABCDE ratings by 2 when Total Play Count Exceeds: 90 80 70 60 50 40
A player with a fatigue rating of 2 automatically becomes fatigued when he is
on the field for 50 plays. On the 51st play he is in the ball game, he loses 1
to all of his ABCDE ratings. On the 61st
play, he loses another point to all his ratings.
To rest a player when using the Total Play Count method, he must be removed
from the game for
5 consecutive plays, starting while the defense is on the field. He then “buys
back” 3 plays on his total play count.
You may use any of the fatigue rules or none at all. For example, you may opt to use the offensive fatigue rules and not the defensive. However, the players are rated according to their fatigue factors, so some players may alter the course of games if they are overplayed. For instance, a player who had an inordinate number of interceptions while playing nickel back may unduly influence a game if he becomes a starter and is not penalized for becoming fatigued.
A Word About Result Codes
The result codes used in this game are sequenced to allow gamers to quickly
follow their meanings. For example, all results which end with a “1” are long
gains. An “11” for example, is 10 yards plus a d10 roll. A “21” is 20 yards
plus a d10 roll, etc.
Results “00” through “09” are 0 to 9-yard gains, respectively.
Most results in the fifties are fumbles. Most of the results in the sixties
are interceptions.
Most results in the eighties are losses.
The more quickly you become familiar with the result codes, the easier the
game will be to play!
Solo Play Modifications
Solitaire players may choose to modify the rules slightly to increase game
speed. Some of the easiest are:
· You don’t really need the tokens in solitaire play, unless you want to use
them. This is because defensive players don’t HAVE to be moved around the
field. If you want to use tokens to mark substitutions, go ahead.
· Use a zone pass defense. Cornerbacks cover their zones, the strong safety
covers the middle medium pass zone, and the free safety covers the long pass
zone. Use their “D” rating on all
26
pass plays that call for either the “D” or “E” rating (but the column referred to on the play card
when winning a matchup). Use the “C” rating if it is called for.
· When a pass play is called and the d20 roll identifies a matchup which would normally involve
a defensive player in a lineman zone but that zone is vacated, the defense is blitzing. The
linebacker located in the area behind the vacated lineman zone becomes the pass rusher. If a
running back or receiver is blocking, use
the outside linebacker to his side as the
pass rusher.
· Use the d12 on normal plays. The d12
can be used to select a defensive scheme
from the defensive cards, or it can be used
to identify a successful key or double-team
on the ball carrier or intended receiver. On d12 results of 10, 11 and 12, a successful
6
key or double-team has occurred. On a
key, the MLB is stacked over the ball
carrier’s route line. On a double-team, the
FS is placed in the same zone as the
intended receiver (player listed at the
bottom of the play card).
· Check the d10 first to see if it abnormally high or low. For example, a roll of 9 is almost always going to be won by the defense, while a d10 roll of 0 is almost
Example of a successful defensive key…the MLB has slid over the ball carrier’s route line.
always won by the offense.
· For those who want varied defenses, a set of defensive play cards is included for the 3-4, 4-3,
short yardage and nickel/dime defenses, each numbered from 1-9. The 3-4 and 4-3 defenses
have two sets of 1-9; “1-9 even” and “1-9 odd”. These cards have been left uncut so that they
can be used with dice. You also have the option to cut them out so that they can be drawn
from a pile. While using dice is more random and will yield better results, drawing the cards
from a stack may be more enjoyable. The cards correspond to the d12 (when using the 3-4 or
4-3 defenses, also consult the d10…if it is odd, use the “1-9 odd” set of cards. If even, use the
“1-9 even” cards), which is otherwise unused in most game situations. On rolls of 1 to 9, use
the card with that number. On rolls of 10, 11 and 12, use the defensive card called for on the
team’s platoon sheet. This will result in some teams having a much more “vanilla” defense,
while others will be much more aggressive.
11
9
10
8
7
6
43 4-3 #1…even
5 21
27
The card shown above is a base 4-3 defense in which all defensive players are positioned in their normal zones. Other cards have linebackers blitzing, linemen shifting, etc.
Clarifications
Question:
Some
running
plays…particularly draws…have matchups
listed in the linebacker zones. What do I do?
Answer: The play is looking for a defender
in the zone REGARDLESS of his position.
For example: On this play, a roll of 18
looks for a defender in the zone circled. It
doesn’t matter if the defender is positioned in the right-half of the zone or
the left-half of the zone…as long as he is in one of them, he is involved in
the matchup.
Question: What do I do when a result of “88” (weird play) comes up?
Answer: Weird plays are currently only
supported for runs and passes on results of “88”, and punts, field goals/extra
points, punt returns and kickoff returns in some other situations. Roll both
d6, add them, and consult the Weird
Play chart.
Question: A pass designed to be thrown to the SE ends up instead being caught
by the FL. Does the SE still get charged with two fatigue points? Does the FL
get charged with any fatigue points?
Answer: Yes on the SE, no on the FL. Fatigue points are designed to keep
coaches from going to a specific receiver or ball carrier an inordinate number
of times.
Question: I have a question with regard to interceptions. When the play
results reads “Interception 20 + d10 yards downfield” and after rolling the
d20 and checking the interception rating on the QB card and the result is not
an interception, is the pass caught by the receiver for 20 + d10 yards or is
it an incomplete pass?
Answer: The pass is incomplete.
Question: When a linebacker is brought to the front line to “blitz” I see no
gain in doing this. All he does is leave his linebacker position empty and he
would still be filling the hole he is in even from back there.
Answer: In order to rush a passer, a player must be in the first set of zones.
If an offensive matchup (say, involving the center) occurs where there is no
player opposite him, the offensive player automatically wins the matchup.
Therefore, a balance of blitzing and “playing it straight” needs to be
implemented.
Question: What do I do when a result of “45” comes up? Answer: A “45” means
that the QB has to scramble. Re-roll the two d6, add them, and refer to his
“B” column for the result of the play.
28
Question: Can I “spy” on a QB? Answer: Yes. The defense announces that they
are spying on the QB in the same manner that they announce keys or double
teams. If a “45” comes up during play resolution, the QB does not
automatically win the matchup. Instead, re-roll the dice, subtract the spying
player’s “A” rating from the QB’s “B” rating and compare to the d10. If the QB
wins, read the result off his “B” column. If the spy wins, read the result off
his “A” column. The spy is ordinarily the MLB, but you can announce a spy as
any of the players in the LB zones (only one spy is allowed). If the
linebacker becomes involved in the passing play as a pass defender (his C, D
or E rating is called in to question), subtract 2 from his ratings.
Question: On some scrambles, a negative yardage results. Isn’t this a sack?
Answer: If the defender identified in the matchup is rushing the passer (that
is, in one of the front 7 boxes), he is credited with a sack. If not, the
passer makes it to the line of scrimmage and the play result changes to a gain
of zero yards.
Question: How can more than 7 players rush the punter? Also, I understand the
benefit (d20 check more likely to result in a rush situation). However, what’s
the penalty? Doesn’t seem that the other two or three guys back there really
do much anyway (other than 20 on d20 results in the secondary return guy
getting the ball). By rushing two of them, I don’t seem to lose much in the
punt return.
Answer: If you move players into the front zone OR the LB zones, they are
considered to be rushing the punter. The punter’s columns are set up so that
they will yield a longer punt when rushed, but have a chance of having the
punt blocked. Also, if you move a player from his usual position in order to
increase the rush, he is no longer able to block and the kicking team player
automatically wins the matchup.
Question: I have a question with regard to interceptions. When the play
results reads “Interception 20 + d10 yards downfield” and after rolling the
d20 and checking the interception rating on the QB card and the result is not
an interception, is the pass caught by the receiver for 20 + d10 yards or is
it an incomplete pass?
Answer: The pass is incomplete.
Question: The ball is snapped from the opponent’s 15-yard line, and the passer
chooses a medium pass. The pass is intercepted by a defender (result code is
65, intercepted 20+d10 yards downfield). In this case, the position of the
interception is beyond the end zone (d10 roll is an 8, so the ball is caught
28 yards down the field…3 yards past the end line of the end zone). Is this an
interception or an incomplete pass?
Answer: The pass is incomplete. If the die roll had been 5 or less, the ball
would be considered caught in-bounds (yes, even on a 5…the defender “just kept
his feet in”).
Question: On kickoffs, when the kick reaches the end zone, can the coach
choose to return the kick or is it an automatic touchback?
Answer: The coach can choose to return the kick, but it is recommended that if
the kick is more than 3 yards deep, a touchback is taken.
Question: How are sack yards determined? Answer: Use the 10d and add 1 if
short, 2 if medium and 3 if long (e.g. max loss for long is 9+3 is 12 yards).
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Question: Which rating is used for FS double teams? Answer: Use his “D” rating
Question: Can a CB blitz and a FS cover his man in man-to-man coverage?
Answer: Yes, use the free safety’s “E” rating
Question: A defense is in “combo coverage” and the CB follows the receiver to
the long pass zone which is occupied by the FS, how is the matchup resolved?
Answer: This is a stack. Use both the CB’s “E” and FS’s “D” rating and grant a
stack bonus of 1 before subtracting the offense.
Question: Pro Set #8 HB Dive, Defense is playing man to man coverage. Does the
RCB move to the A15 blitz zone on the SE?
Answer: Yes, his “A” is compared to the SE’s “x” rating. Also, a stack would
occur if the LB stayed home directly behind him (not behind the RDE’s normal
spot).
Question: Same play #8 but the d20 is 18, and the MLB has stayed home and the
SS has joined him to his left, is this a stack?
Answer: Yes. Stacks also occur when two players are in a zone.
Question: You’re on your opponents 41yard line. You run a F1 fly pattern out
of the Pro Set and the result is a 51, which reads as 50 plus D10 yards. The
D10 is on #2. Total = 52 yards. What is the result of this play?
Answer: It depends upon whose card the reading came off from. If it was on the
QB’s or an offensive lineman’s, the pass is incomplete (passes on these cards
have little, if any, “run after the catch” yardage. Instead, the receiver is
tackled immediately after the reception), as it caught 1 yard out of the back
of the end zone (the end zone is 10 yards deep, which means that any gain of
51 yards or less would be in the field of play, but anything 52 and over would
be incomplete). If the reception was found on the receiver’s card however,
then it is a touchdown…the receiver caught the ball and made it into the end
zone following the catch.
30
Appendix
Result Codes Table 00 No gain 01 1-yard gain 02 2-yard gain 03 3-yard gain 04
4-yard gain 05 5-yard gain 06 6-yard gain 07 7-yard gain 08 8-yard gain 09
9-yard gain 10 if d10 is even, first down, max of 10 yards. If d10 is odd,
first down minus 1 yard, minimum
of 1 yard, max of 10 yards. If inside opponent’s 10-yard line, half (round up)
the distance to the goal. 11 10 + d10 yard gain (10-19 yards) 12 10 yards +
d10 roll and illegal block in the back (10 yards), offense. Penalty is marked
from end of play. 13 10 + d10 yard punt which flies out of bounds 14 15
illegal motion (5 yards), against the offense 16 pass interference (10 yards),
against the offense. 17 pass interference, defense. If the offensive rating
called on was a “C”, the penalty occurred d10 yards downfield. If it was a
“D”, the penalty occurred 20 + d10 yards downfield. If it was an “E”, the
penalty occurred 30 + d10 yards downfield. If penalty occurred in the end
zone, place the ball at the 1 yard line. Automatic first down in all cases. 18
delay of game (5 yards), offense (this penalty may be negated by calling
timeout) 19 holding (10 yards), offense 20 holding (5 yards and automatic 1st
down), defense 21 20 + d10 yard gain (20-29 yards) 22 no gain. Player injured
(player LOSING matchup is injured) if he is in proximity of player winning
matchup. 23 20 + d10 yard punt which flies out of bounds 24 d10 yard gain.
Player injured (player LOSING matchup is injured) if he is in proximity of
player winning matchup.
25 10 + d10 yard gain. Player injured (player LOSING matchup is injured) if he
is in proximity of player winning matchup.
26 incomplete pass. Player injured (player LOSING matchup is injured) if he is
in proximity of player winning matchup.
27 20 + d10 yard gain. Player injured (player LOSING matchup is injured) if he
is in proximity of player winning matchup.
28 d10 yard gain. Personal foul (15 yards). Roll the d12; on rolls of 1-6 the
defense is penalized, on rolls of 7-10 the offense is penalized, and on rolls
of 11-12 there are offsetting fouls (the play is nullified and must be
replayed).
29 10 + d10 yard gain. Personal foul (15 yards). Roll the d12; on rolls of 1-6
the defense is penalized, on rolls of 7-10 the offense is penalized, and on
rolls of 11-12 there are offsetting fouls (the play is nullified and must be
replayed).
30 incomplete pass. Personal foul (15 yards). Roll the d12; on rolls of 1-6
the defense is penalized, on rolls of 7-10 the offense is penalized, and on
rolls of 11-12 there are off-
31
setting fouls (the play is nullified and must be replayed). 31 30 + d10 yards
(30-39 yards) 32 30 + d10 yard punt which is very high and might be fair
caught 33 30 + d10 yard punt which flies out of bounds 34 blocked pass 35 d10
yards. Grasping face mask penalty (5 yards). Roll the d12; on rolls of 1-8,
the defense
is penalized, on rolls of 9-12 the offense is penalized. 36 10 + d10 yards
gain, plus grasping face mask penalty (5 yards), defense 37 d10 yards gain,
plus twisting face mask penalty (15 yards). Roll the d12; on rolls of 1-8, the
defense is penalized, on rolls of 9-12 the offense is penalized. 38 10 + d10
yard gain, plus twisting face mask penalty (15 yards) on the defense 39
Offsides OR encroachment penalty (5 yards), defense. Roll the d12; on rolls of
1-8 the
defense is offsides, on rolls of 9-12 the defense is called for encroachment.
If offsides, the offense runs the play and then has the option of taking the
play or the penalty. If encroachment, play is automatically whistled dead
before it starts. 40 field goal (or extra point) hits crossbar. 50% chance of
being good (roll the d20…1-10 is good, 11-20 is no good) 41 40 + d10 yard gain
(40-49 yards) 42 40 + d10 yard punt which is very high and might be fair
caught 43 40 + d10 yard punt which flies out of bounds 44 blocked kick. Ball
rolls d20 yards behind line of scrimmage. Use fumble recovery system to
determine who recovers. Ball may be returned using the same rules as apply to
fumbles. 45 quarterback is forced to run on a passing play. Re-roll the two
d6, add them together and use the QB’s “B” column to find the result of the
play 46 incomplete pass 47 quarterback sack for minus (d10 +1, +2, +3) yards.
For example, if the d10 roll was a 6 on a short pass, the sack would go for a
7-yard loss. It would be an 8-yard loss on a medium pass and a 9 yard loss on
a long pass. 48 quarterback sack for minus (d10 +1, +2, +3) yards. Possible
fumble 49 quarterback sack for minus (d10 +1, +2, +3) yards. Quarterback is
injured 50 field goal (or extra point) is good 51 50 + d10 yard gain (50-59
yards) 52 50-59-yard punt which is very high and might be fair caught 53
50-59-yard punt which flies out of bounds 54 No gain. Possible fumble 55 d10
yard gain. Possible fumble 56 10 + d10 yard gain. Possible fumble 57 20 + d10
yard gain. Possible fumble 58 30 + d10 yard gain. Possible fumble 59 40 + d10
yard gain. Possible fumble 60 field goal (or extra point) is no good 61 60 +
d10 yard gain (60-69 yards) 62 Possible interception d10 yards behind the line
of scrimmage 63 Possible interception d10 yards downfield 64 Possible
interception 10 + d10 yards downfield 65 Possible interception 20 + d10 yards
downfield 66 Possible interception 30 + d10 yards downfield 67 Possible
interception 40 + d10 yards downfield 68 Possible interception 50 + d10 yards
downfield 69 incomplete pass. Twisting face mask penalty (15 yards), defense
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70 kickoff out of bounds penalty. Spot the ball 30 yards from the kick 71 70 +
d10 yard gain (70-79 yards) 72 Touchback. Mark ball at the 20-yard line. 73 74
75 76 77 78 79 80 Extra point attempt is good, field goal attempt is no good
81 80 + d10 yard gain (80-89 yards) 82 d10 yard loss 83 1-yard loss 84 2-yard
loss 85 3-yard loss 86 4-yard loss 87 5-yard loss 88 Weird Play. Re-roll the
two d6, add them, and refer to the Weird Play chart 89 TOUCHDOWN!!! 90 d10
yard gain 91 90 + d10 yard gain (90-99 yards) 99 Intentional grounding,
offense. Roll a d20. On rolls of 1-10, this is a 10-yard penalty plus
loss of down. On rolls of 11-20, mark the ball that many yards behind the line
of scrimmage (spot of foul) with loss of down. If this takes you in to the end
zone, the ruling is a safety.
33
Acknowledgements
Lombardi Fantasy Football Champion Trophy
(https://www.thingiverse.com/thing:2668459) by jvskill was modified and is
licensed under the Creative Commons – Attribution license.
http://creativecommons.org/licenses/by/3.0/
34
Index
ADVANCED RULE ……………………………. 20, 21, 22 Audible
Ad …………………………………………………………..21 Audibles ……………………………………………………..20 Clarifications
……………………………………………… 28 Clock ………………………………………………………….10 Combo Coverage
…………………………………………20 d12 …………………………………………………… 8, 23, 27 defensive play cards
…………………………………. 8, 27 Defensive Strategies …………………………………….16 Dice
d10 ……………………………………… 8, 10, 11, 14, 20 d20 ……………………………………. 5, 8, 9, 11, 13, 14
d6 …………………………………………….. 8, 10, 13, 14 double-team …………………………………….. 17, 18, 19
extra points………………………………………………….12 fair catches ………………………………………………….11 Fatigue
……………………………………… 24, 25, 26, 28 fatigue points …………………………………………. 25, 28 field
goals ……………………………………………… 11, 12 Fumbles …………………………………………………….23 Game Board
…………………………………………………6 hurry up ………………………………………………………10 Interceptions
……………………………………………… 24 key ………………………………………………………. 16, 18 kickoff
…………………………………………………… 11, 14 Long Freq……………………………………………………11 Long Frequency
…………………………………………..11 Man-to-Man …………………………………………………20 offensive symbols
…………………………………………..5
onside ………………………………………………….. 14, 15 platoon sheet………………………………………………. 10 Play Cards ………………………………………………….. 4 Player Ratings …………………………………………. 2, 3 Playing the Game ………………………………………… 9 punt returns …………………………………………… 11, 13 rating block…………………………………………………. 18 Red Zone Defense ………………………………………. 19 Result Codes ……………………………………….. 26, 31 return men………………………………………………….. 16 Return Table ……………………………………. 11, 13, 14 route lines ……………………………………………………. 5 rushing the punter ……………………………………….. 11 Setting up the Game ……………………………………. 8 slow down ………………………………………………….. 10 Solitaire ……………………………………………………… 26 Special Teams ……………………………………………. 10 Spying on the QB ………………………………………. 22 squib ……………………………………………………. 14, 16 stack ……………………………………………………. 17, 18 stacked………………………………………………………. 18 Stop points …………………………………………………. 21 Stop- Action ………………………………………………… 21 substitution …………………………………………………. 10 Timeouts ……………………………………………………. 10 token ………………………………………………… 9, 18, 19 tokens ……………………………………………………… 8, 9 unoccupied zone …………………………………………… 5 Weather ……………………………………………….. 22, 23 zone defense………………………………………………. 20
35
4th Street Software
805 E Dodge St Unit 2 Luverne, MN 56156 www.4th-street-software.com
4ss@4ss.biz
36
References
- CC BY 3.0 Deed | Attribution 3.0 Unported | Creative Commons
- 4th Street Software
- 4th Street Software
- Lombardi Fantasy Football Champion Trophy by jvskill - Thingiverse
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