1 ©2014 PT Games Where is it? Fumbles ...... 12 Introduction ...... 3 Forced Fumble Adjustment ...... 12 Welcome ...... 3 Injuries ...... 12 Equipment ...... 3 Timing ...... 13 How to Play ...... 3 Time Outs ...... 13 Fast Action Dice (FAD) ...... 3 No- Offense ...... 13 The Coin Toss...... 3 Rest Rates ...... 14 Offensive/Defensive Displays ...... 4 Weather ...... 14 Offensive/Defensive Display Play Selection ...... 4 Sudden-Death ...... 14 Running Play Resolution ...... 5 Roster Size ...... 15 Breakaway ...... 5 Optional Rules ...... 15 Quarterback Break ...... 5 Pitchout ...... 5 Passing Plays ...... 6 Quarterback Pressure ...... 6 Note: Veteran players of Statis Pro Football will see that the Pass Deflect Values ...... 6 ball handler cards are presented in a new manner. The -2 to 19 Pass Defense ...... 6 range in the example below is the yardage. The range next to the Long Gains ...... 6 yardage is the chance on a given unmodified roll of the player Long Gain on a Quick or Short pass ...... 6 gaining or losing the specific amount. The long column has been ...... 7 replaced with the breakway (B) value with the maximum yardage Sacks ...... 7 (M) displayed directly underneath.This is a new way to show the Blitzes ...... 7 same basic values of old Statis Pro cards. ...... 7 An additional note for ballhandlers on ranges and yards. If a Throwing on the run ...... 8 modifier causes either an addition or subtraction to yardage that Shovel Pass ...... 8 modifier only refers to yardage with ranges. Swing Pass ...... 8 Example: Jacquizz Rodgers (2012-13 card)has no ranges next to Offensive Strategies ...... 8 11,13,15,17, or 19 yards, his break is 99-100. You roll a 99. Yay! Flop ...... 8 A break, nope wait modifiers equaled -2 so he gains 16 yards.19 Sneak ...... 8 has no range so ignore, 18 is -1, 17 no range ignore, 16 has num- ...... 8 bers in range so 16 yards it is! Play-Action ...... 8 5 set ...... 8 Double-Team Blocking ...... 8 Defensive Strategies ...... 9 Defensive Pass Strategies ...... 9 Double Coverage ...... 9 Pass Blitz ...... 9 Walking up Deep Backs ...... 9 Defensive Line Stunts ...... 9 Zone Coverage ...... 9 Center Field Zone Rule ...... 9 Defensive Run Strategy ...... 9 Run Blitz Defense ...... 9 Punts ...... 10 Punter Card '20’ See Below' ...... 10 Punt Rush ...... 10 Coffin Corner ...... 10 ...... 10 Blocked Punt ...... 10 Kickoffs ...... 10 Onside Kicks ...... 10 If you wish to play solo you will need to have the solo rules to Squib Kicks ...... 10 detail play calling and player placement. Two-Point Conversion ...... 11 Field Goals ...... 11 Fake Field Goals ...... 11 “Z” Events ...... 11 Penalty Table ...... 11 Penalties Near the End of a Half or Game Defense Penalties ....12 10 second runoff ...... 12 Time expenditure for Penalties ...... 12

2 ©2014 PT Games Introduction Play Resolution Basics Football Bones is a football simulation based on actual perfor- Adhere to the following sequence when resolving each play: mances of players during the season. Play is for 1-2 players. See the specific sections of the rules for a complete explanation. Rules include solo, head-to-head and draft league setup and play. o 3-Minute Offense Declaration: The offense may declare that it Football Bones delivers the feel of owning and managing a real is commencing or ending a "3-minute offense." football team from the front office to the field. Many new rules o Substitution of Players: The offense and defense may freely and enhancements will be found throughout and we welcome substitute players on their respective squads as long as no more feedback to us at [email protected] than 11 players “on the field”on a Display at any given time. Any Welcome team that has more than 11 players on a side at "Play Resolution" Thanks for purchasing Football Bones. We believe this game will phase shall be penalized 5 yards. The offended coach shall have bring a whole new level of fun to the football board game market. the choice of accepting the penalty or declining the penalty in lieu Building on the Statis Pro model we have added many new of the plays outcome. Once substitutions are complete, a time-out features and modernized the game to give you the highest level of must be expended by a team to avoid the penalty, and only before realism and play. the "Play Resolution" phase. Additions include dice based play, draft leagues, solo play and o Offense/Defense Play Selection: The offensive coach secretly new on-field play choices. chooses a player and strategy. When the offensive coach has com- pleted their selection, they verbally inform the defensive coach Equipment that they are "set." Defensive coach then chooses a defense and Football field strategy. 2- Offensive displays o Formation: The defense may adjust the formation of its players. 2- Defensive displays o Defense/Offense Play Revelation: The defense announces its Rules Booklet strategy. If a blitz is in effect, the defense must remove between Time Sheet two and five players from its display at this time. Similarly, if Statistic Sheet double or triple coverage is in effect, the defense must move the Football to mark line of scrimmage defensive players on the display to indicate which players are First down marker being double/triple covered and by whom. Player cards The offensive coach will have the choice of accepting the penalty Fast Action Dice (FAD) - 2- 10 sided die. 1-6-sided for ‘Z’ Events or declining the penalty in lieu of the plays result. and out of bounds check. The offense then reveals its play selection chart, and therefore Play selection charts 2- Offense and 2- Defense it's play. If the play is an illegal play; i.e., directed to a player not Fast Reference Charts on the field, not marked completely, illegal due to play selection Counters for Play calls limitations or an illegal formation, then the offense is penalized How to Play five yards for illegal procedure and the play continues unless the Unless otherwise stated, all rules of professional football apply to offense uses a timeout prior to "Play Resolution" phase. If the the game. timeout is expended, the play calling procedure resets to the first phase. If there is a difference between the defensive play called

Fast Action Dice (FAD) and the player formation on the display, the display shall be used Two (2) 10 sided die are required to play. When referring to the to resolve the play. If an illegal defensive formation exists for a tables the die are always read as black for the tens and white for given defensive and strategy, the defense will be penalized five the single digits to generate numbers from (01-100). Occasionally yards for illegal procedure. A coach is not obligated to inform the rolls will be referred to as 1d10 or 2d10, this is one -ten sided opposition of the error until after the first FAD has been rolled for die only (1-10), or two ten-sided die. When FAD are referenced the play's resolution. The offended coach will have the option of it is a 1-100 roll. The tables refer to 100 as 00 from your roll. accepting the penalty or declining the penalty in lieu of the plays The single six-sided die is rolled to check for ‘Z Events’ or out outcome. of bounds. If the ‘Z Event’ comes up on the roll, refer to the ‘Z o Resolution: The play is resolved. Multiple Z Events are pos- Event’ on page 11. If Out of bounds (OOB) is rolled then the play sible on a play. If it does, the impact of the Z die is in play also. timing for out of bounds is referred to on the tri-fold chart. Results such as offsetting penalties, injuries or multiple penalties Game Setup: Place the Offensive and Defensive displays against the defense/offense are valid. If a team has multiple pen- opposite on the table with the field in between. Place the Offense alties against them, the offended team shall choose which penalty, and Defense Play Call Sheets on the table or a chair. Use the if any, to accept or decline both in lieu of the plays outcome. charts to cover play selection. The counters are for secret play Injuries incurred during the play resolution are valid whether the selection. You will make the defense call by voice command so penalty is accepted or not. you will probably quickly use only the special teams play call o Time: The amount of time expended by the play is noted on the section only. score pad. Grab a coin for the Toss!! o Declare No-Huddle or Hurry-Up Offense: Before the 3-minute The Coin Toss: The visiting team calls the opening coin toss. The declaration is made for the next play. The offense must announce winner of the toss chooses a side of the field and to receive the that it will run a no-huddle or hurry-up offense. kickoff to start the game or defer the decision to the second half. Note that choosing a side of field matters on wind direction and field goals.

3 ©2014 PT Games Offensive/Defensive Displays During double/triple coverage defenses, the box limitation of one Both teams receive Displays on which their offensive and defen- player per box may be exceeded to allow two defensive backs in sive squads are represented. Place the Displays facing each other. boxes K,M,N and O for double coverage or three defensive backs Offense against Defense. No Display may ever have more than for triple coverage. 11 active players on it at any given time. Box L Exceptions: Two defensive backs may occupy box L as Playing out of position is allowed with penalties to the player part of a non-double/triple coverage defense, but not until all oth- card. See 'Playing out of Position'. er boxes in Row 3 have been filled. See 'Centerfield Zone Rule' Offensive Display: 5 linemen must be maintained on the offen- for an exception. sive displays: 2 tackles; 2 guards, and 1 center. 6 OL possible, see Offensive/Defensive Display Play Selection 6 OL variation. Two ends must also be maintained at all times: When picking an offensive play or defense, coaches should 1 left and 1 right. The Split/Tight box is for the wide receiver or secretly place a counter on the appropriate circle(s) on the Play the tight end. One quarterback must be on the Display at all times Selection chart and then reveal their decisions to their opponents. (see Shotgun rule for variation). In addition, teams must maintain Offensive plays: Fifteen plays are available to the offense: 9 runs at least one and up to three running backs (labeled BK-1, BK-2 and 6 passes. and BK-3). Exception 5 WR set.An offensive formation utilizing Running Plays: Passing Plays: a single must place the back in either the BK-1 • Sweep Left (SL) • Quick (QK) or BK-2 box. Finally, the offense has the option of employing • Sweep Right (SR) • Short (SH) a flanker. The number of flankers maintained on the Display is • Inside Left (IL) • Long (LG) dependent on the number of running backs currently in use. If • Inside Right (IR) • Screen (SC) 3 backs are currently on the Display, no flankers may be em- • Counter Left (CL) • Shovel Pass SP) ployed. If 2 backs are in use, a single flanker may be placed on • Counter Right (CR) • Swing Pass(WP) the Display in the Flanker #1 Box. If a single back is in play then • End-Around (ER) 2 flankers must be employed (one of which must be designated • Pitchout Left (PL) "Flanker #2"). Note that only one player may be placed per box • Pitchout Right (PR) on the Offensive Display. Also note that all wide receivers ("WR" Passing Plays on the player cards) may be employed as flankers or split ends. A pass must be directed to any non-lineman except the quarter- Multi-Purpose Players: Some players have cards for multiple po- back. Screen passes must be directed to a running back. A long sitions such as RB/WR or DL/LB. Such a player is allowed to set pass may not be called when the scrimmage line is 20 yards or up in a position reserved for either position without penalty. Of- less from the opponents goal line. A Screen pass may not be fensive players with the designation (OL) are offensive linemen attempted when the scrimmage line is 5 yards or less from the and may play any position on the offensive line without penalty. opponents goal line. If the multiple player roles includes the use as a quarterback, the Run Defense: player's substitution into and out of position as a quarterback • Run Key Back 1 shall conform to normal quarterback substitution rules. • Run Key Back 2 Playing Out of Position: Normally, players must play the position • Run Key Back 3 indicated on their cards. However, offensive linemen (OL) may • Run Key QB play any position on the offensive line. Other positions note the • Run No Key ‘Position and Coverage Table’ for any penalty. • Run Key End Around Defensive Display: The defensive Display consists of 15 boxes, Pass Defense: subdivided into 3 rows of 5 boxes apiece. • Pass Row 1: These boxes are labeled A,B,C,D and E. At least 1 and • Prevent up to 10 players must be maintained in Row 1, of which at least • Blitz one of these players must be a defensive linemen. (DL,DT,DE) Defensive plays: There are 4 basic plays available to the defense, Zero, 1 or 2 players may be placed per box. Defensive linemen each with multiple options. may play any position in Row 1 without modification. The first is the Run Defense, and it's six options: "keying" one Row 2: The boxes are labeled F,G,H,I and J. From 0 to 5 players of the three running backs, or keying the quarterback. Keying must be maintained in Row 2, either linebackers or deep backs. for the end around play, or keying no back at all. “Keying” on a Only one player may be placed per box except for occurrences in- specific back means that the player has been keyed, so even if the volving double or triple pass coverage defenses against a running defense shifts the keyed back to another space, the key remains back(s). In such an occurrence (2) players may occupy a box for on the original player The second basic defense is the Pass Defense, in which the de- double coverage or (3) players may occupy a box for triple cover- fense may single, double or triple cover some of the receivers. age. These additional defensive players must be defensive backs. The third basic defense is the , with coverage See Double/Triple Coverage Defenses for full details. options identical to the Pass defense. Row 3: These boxes are labeled K,L,M,N and O. From 0 to 6 And finally the Blitz, which seeks to overwhelm the offense by players must be maintained in Row 3, all of which must be defen- generating Pass Rush. sive backs.Only one player may be placed in row 3 boxes except Each offensive play must be directed towards a specific player. for double/triple coverage defenses. A may be A run must be directed at any back (BK1, BK2, BK3) or the quar- placed in Box L as part of a non-double/triple coverage strategy terback. An End-Around can only be directed to an end or flanker only after every other box in Row 3 has already been filled. who possesses a Rush column.

4 ©2014 PT Games Running Plays There is no modification to the run number if a Pass, Prevent or Resolve non-end around running plays (counter, inside, or sweep) Blitz Defense is in effect. However, if a back or quarterback is using the following procedure: keyed correctly (that is, the keyed back carries the ball) on a Run Running Play Resolution: Defense, FOUR is subtracted from the run number obtained in Step 1: Roll FAD and find the the number rolled on the player step 2. If any back carries the ball against a Run Defense with card, next to it is the unmodified yardage result. The -2 to 19 no keying, TWO is subtracted from the run number. If a back is numbers from the player card serve two purposes. One is the carrying the ball against a Run Defense keying on another back, modifier range for the running and receiving play and two as the the run number is not modified. No run number may be decreased yardage result. below -2 or increased above 19. Step 2: Roll the FAD again and refer to the “Blocking Battle Pitchout: Table” for the a) Play direction that always list offensive players A Pitchout can only be directed to a running back (RB or FB), with a two-letter abbreviation (e.g., LG, BK, CN) and defensive and is resolved as follows: boxes with a one letter abbreviation (e.g. A, E, I), or b) Break. The Offense will choose the ball carrier, and play direction right See “Breakaway” for resolution. or left. • If, in step 2, the run was directed to an offensive player or a) After the offense announces the play and direction and the players, this player's Blocking Value (BV) modifies the yardage defense is revealed, the offense rolls FAD to determine inside or result. Add or subtract this BV from the yardage, yielding a final sweep play resolution. 01-50 Inside, 51-00 Sweep. Then roll FAD result. and refer to the appropriate right or left inside or sweep blocking • If, in step 2, the run was directed to a defensive box or boxes, battle. this box should be checked to see if it is occupied by any players. b) If a Run Defense is in effect, and no other back is specifical- If so, the yardage result is modified by adding or subtracting the ly keyed, a defensive key on the ball carrier applies (+4 to players Value (TV) from the yardage, yielding a final re- Run Number). The play is then resolved normally as an Inside sult. If the defensive box or boxes is empty, add 2 to the yardage. Run or Sweep Run using the blocking/tackling modifiers from the Note - The addition of 2 yards only occurs, if two conditions are first FAD. The Run Number on the next FAD is used to resolve met. One - the single defensive box called is unoccupied or two, the play. if both defensive boxes (ex. E+G) are both unoccupied. Boxes c) If a fumble is called for during a Pitchout, add FIVE formally occupied by blitzers are considered unoccupied. (+5) to the Fumble Range. • If, in step 2, the run was directed to an offensive player versus a defensive box, the coaches should immediately compare the of- End-Around Runs: The offense may call an End-Around only to a fensive player's BV to the defensive player's TV (if the offensive tight end or wide receiver currently on the display, who possesses player's BV is a negative number, then subtract his BV from the a rush column on his card.. To resolve an end-around, consult the defensive player's TV). If the result is zero, then neither player's ‘Running Plays’ table for the appropriate sweep, right or left and value comes into effect and the yardage determined in step 1 is follow the same procedure as a running play.Defense playcall is the final yardage of the play. If the result is a positive number, the on the play and not a specific player. offensive play has won the "blocking battle" and his ORIGINAL The Rushing Rest rate is applied. All modifiers as a running play BV (not the sum of the BV and TV) is added to the play's yardage are applicable. as described in step 1. Breakaway: When resolving any running or passing play if the If the result is a negative number, the defensive player has won player rolls the FAD in the BREAK range or the blocking battle the "blocking battle" and his ORIGINAL TV is subtracted from calls for BREAK instead of any blocking or tackling values, the the play's yardage as described in step 2. ballhandler has broken into the open field. Roll FAD for a total Special Cases: If a play is directed to 2 offensive players or 2 distance of the run. Ignore all rolls under twenty (20) and reroll. defensive boxes, add the BV's or TV's of the indicated players You can use the maximum yardage printed on the card as a guide before modifying the play's yardage as described in step 2. to the true break of the player and limit the FAD roll for distance. If a FAD roll calls for an offensive player versus a defensive box that is empty do not award this two-yard bonus; instead, simply Quarterback Break: A breakaway result can occur on a quar- add the offensive player's BV to the yardage. terbacks card if he is forced to scramble due to a blitz or on a If a play is directed at a defensive box in Row 1 that is occupied called run. A breakaway occurs if: the FAD rolled to determine by two players, consider that box to be occupied by a single play- yardage is in the BREAK range Roll for yardage as Breakaway. er with a TV of (-4) minus 4, regardless of the printed TV's of Blocking Backs: Some blocking battles may direct a block to a the two players in the box. In double or triple coverage defenses back (BK) rather than to a lineman or defensive box. This means there may be instances where a box in Row 2 is occupied by 2 or that the back(s) who is not carrying the ball uses his BV to add even 3 players, if such a box is indicated by the FAD, disregard or subtract yardage from the play as described in step 2. If there the presence of the defensive backs and refer only to the TV of is no back on the Display other than the one carrying the ball, no the linebacker present. modifications are made on the play. If there are two backs other When referring to the blocking battle, that is a direct yardage than the one carrying the ball, both add their BV's together to modification, When referring to the defensive play call, that is a modify the play's yardage. modifer to the range of numbers (-2 to 19) on the ball handler’s Maximum losses: The maximum yardage loss on an Inside run is card. See Page 2 Jacquizz Rodgers card for an example of range 3 yards. There is no limit to the number of yards that may be lost counting. on a sweep, end around or counter play.

5 ©2014 PT Games Passing Plays c) If the new FAD roll falls within the Interception Range Resolve Quick, Short and Long passes according to the following of ANY defensive player on the field, the pass is intercepted. If procedure: more than one player can intercept the pass, the defensive coach Step 1: The FAD are rolled and the "Pass Receiver Table" con- choices the interceptor. The Point of Interception and Interception sulted. Under the passes section one of three results has occurred Return are resolved normally. All Defensive Lineman have a 100 for the type of pass attempted. intercept range. "Original" means that the pass has been thrown to the original Pass Defense: Defensive players occupying certain boxes MUST receiver as indicated on the offensive play selection chart. An of- guard specific receivers during a pass. Additional defenders may fensive position (ie. Left End, Flanker, Back 2) indicates that the participate in this guarding if a Double or Triple Coverage strat- pass has been redirected to the player at that position. If the pass egy is in effect. See the ‘Coverage Table’ chart or the defensive is redirected to the original receiver, consider the result identical display for specific details. to an "Original" result. A "Pass Rush" indicates that a Pass Rush When a pass is being resolved, add or subtract the Pass Defense exists. In instances of a pass rush the pass is always directed to Value of the defender guarding the receiver to which the pass is the original receiver. SEE Pass Rush section for full details. being directed. However, if a box is empty and a pass is directed If a pass is directed (or re-directed) to a position that is unoccu- to a player that is normally guarded by this box, +5 is added to pied, or to a receiver that is unable to catch that type of pass due the quarterbacks completion range when resolving the pass. to pass blocking duties or a blank yardage column on the player Completed Passes: If, following all modifications, the Pass card, resolve the pass by rolling a new FAD and referring to the Number falls within the complete (COM) range on the quarter- quarterback card for possible turnover. backs card, the pass is complete. The receivers card is referred Step 2: Roll FAD to obtain a pass number. Modify the pass num- to a new FAD is rolled and the range on the player card (-2 to ber for defensive call+ strategy+ pass deflect+ defensive player 19) under the pass type being executed (Q=Quick; S=Short; pass defense modifiers. (Double or triple coverage individual BREAK=Long). This will yield a yardage figure, which is the player pass defense value is not consulted). Consult the quar- number of yards gained on the play. terback's passing column - in particular, the type of pass being Incomplete Passes: If a Pass Number falls within the incomplete attempted (Quick, Short or Long). (INC) range on the quarterbacks card, the pass is incomplete The possible results are complete (COM), incomplete (INC), or and the play is over unless the pass number is also within the interception (INT). interception range of the defensive player covering the receiver Completion Range: For all non-Screen Passes, each quarterback in which case the pass is intercepted. Note that if a quarterbacks has a completion range. This is simply a range of Pass Num- completion range were reduced due to modifiers, the numbers bers on the quarterbacks card under the heading (COM). On all that were formerly complete are converted to incomplete passes. passes, the completion range is modified by four factors: 1) The Long Gains: To determine the yardage for long pass completions defense currently in effect; 2) The Pass Defense Value of the roll a new FAD and refer to the BREAK section of the rules for defensive player (if any) guarding the receiver to which the pass yardage gain. is ultimately directed; 3) Use of the three-minute offense; and Long Gain on a Quick or Short pass: If the FAD rolled to resolve 4) Quarterback Pressure. Note that if a quarterbacks comple- yardage falls within the BREAK receiving range. Roll a new tion range is modified by any of the above factors, numbers that FAD for BREAK yardage. See the Breakaway section for further were originally completions may become an incompletion and details. vice versa. Interceptions: All interception checks are done first through the Quarterback Pressure: If two defensive players occupy Row 1, quarterback's card. If the pass number falls within the Quarter- add THREE (+3) to the quarterback’s Completion Range for all back’s int range for the pass type selected (Quick, Short, Long, passes. If one player occupies Row 1, add FIVE (+5) to the Com- Shovel, Swing), but outside the intended receiver’s pass defender, pletion Range for all passes. then roll 1d10 on the ‘Spot of Interception Table’appropriate to Note that some defenses increase in effectiveness when the the pass thrown to determine the spot of the potential intercep- scrimmage line is 20 yards or less from their goal line. tion. If the box rolled from the ‘Spot of Interception Table’ is oc- Pass Deflect Values cupied then roll FAD again 01-50 interception, 51-00 incomplete. Defensive lineman have a Pass Deflect (PD) Value. This value If the original pass number falls within the defensive player range is applied to Quick, Short, Long, and Swing Passes, Pass but not within the int range of the QB, then it is not intercepted, Deflect Values are not used in Shovel Passes, or Pass Rush situa- unless in a pass rush or blitz situation, then the defender’s entire tions. int range is used. a) After all other adjustments are applied, the sum of the PD Example: QB has a int range of 97-00. The deep back has a 95- values is SUBTRACTED from the quarterback’s adjusted 00. If the pass number is 98 the pass is intercepted. If the pass Completion Range. The maximum Pass Deflect adjustment is number is 95 the pass is incomplete, unless in a pass rush or blitz minus five (-5). situation. If the Completion Range is altered, numbers that were Point of Interception: Once a pass is determined to be intercepted formerly completed passes become “deflected” passes. roll 1d10 and reference the type of pass on the ‘Point of Intercep- b) Roll the FAD for the Pass Number and continue to resolve the tion Table’ to determine the length point of interception. play. If the Pass Number is equal to any of the “deflected pass numbers” (max. of 5 per play) then roll another FAD for the in- tercept number. If the original pass number is not in the “deflect- ed pass” range then continue with normal play resolution.

6 ©2014 PT Games Interception Return: Roll 1d10 on the row that the player RUN- The offense rolls a new FAD, determines its Run Num- occupies; of the return table to determine the interception return ber, and consults the quarterback's Rush Column for the yardage yardage from the Point of Interception. A return of zero yards of the play. The QB has the option to throw the ball instead of from a goal line (PI) results in the team taking possession at the scrambling see ‘Throwing on the run’ for more detail. one yard line. Example DB in row 1 intercepts a pass, use row 1 COM- The pass is completed to the intended receiver, Roll anoth- on the ‘Interception Return Table’ for return yardage er FAD and consult the receiver card under the specific pass type If the Interception Table result is to a box that is currently unoc- (Q,S, or Break for L). cupied, the pass is incomplete instead of intercepted. INC - The pass is incomplete or intercepted if the FAD roll is in NOTE: If double coverage is in effect on a receiver, the defenders the defensive players intercept range. must include the normal defender plus any defensive back not Blitzes: A blitz is a specified defensive strategy designed to create involved in primary pass coverage duties. If triple coverage is in a Pass Rush condition. If the defense has a blitz defense in play effect, the defender's must include the normal defender plus any and the offensive play selection is a short or long pass, a Pass two defensive backs likewise not involved in primary pass cover- Rush automatically occurs and is resolved according to the direc- age duties. Defenders in double or triple coverage are considered tions in the Pass Rush section. Additionally, under a blitz defense, to be in the primary defender’s box and not in their original box the defensive coach must designate at least two and up to five for a spot of interception check. linebackers and/or defensive backs that will participate in the blitz. The identities of these blitzing players is revealed during In double or triple coverage, any assigned defender is eligible the defensive play revelation and the players are removed from to intercept a pass. If more than one player can intercept, the the display at that time. defense chooses which one to intercept with. Pass Rush: When a pass is being resolved, the first FAD rolled Each of the blitzing players has a pass rush value of 2 in addition from the ‘Pass Receiver Selection Table’ may state "Pass Rush." to their normal printed value. These pass rush values are added If a Pass Rush occurs, ignore the normal method of resolving the to the pass rush values of the players in Row 1 to arrive at a total pass; instead, follow this procedure: pass rush value. Blitzing players are not part of the defensive display for any Step 1: The defense adds up the Pass Rush Values of all the reason, therefore they are ignored with regards to tackle consider- players in Row 1. See modifiers for LB and DB in Row 1 on the ation, pass defense or interception possibility. Blitzing players are ‘Position and Coverage Modifier Table’. also incapable of being injured on the play. Step 2: The offense adds up the Pass Blocking Values of his line- Quick and Screen passes are resolved normally against a blitz men and running backs who have been designated as pass block- defense. SEE ‘Defense/Pass’ Table for associated modifications. ers as part of the offensive play selection. (Back 3 is automatical- 1. No Long Passes may ever be attempted when the line of scrim- ly a designated blocking back on all passing plays unless the play mage is 20 yards or less from the defense's goal. is directed to him). All backs have a pass blocking value of 2. 2. No Screen Passes may be attempted when the line of scrim- Backs 1 and/or 2 may also be designated as pass blockers but this mage is 5 yards or less from the defense's goal. decision must be revealed during the offensive play revelation. 3. No pass may ever go out of the end zone - even if a completion Any pass directed or re-directed to a back currently engaged in is more than 10 yards beyond the goal line, it is still a touchdown. pass blocking duties cannot be completed, although the pass may 4. If two flankers are in play, one must be designated FL #1 and be intercepted off the quarterbacks card. the other FL #2 and appropriately placed on the offensive display. • The sums obtained in steps 1 and 2 are compared. If the defen- Passes directed at a flanker must be specified as #1 or #2, but if sive sum is greater, the difference between the sums is multiplied a FAD roll directs a pass to a flanker, this always means FL #1. by 2 and added to the quarterback's "Sack Range" of numbers However, passes directed at whichever running back is not in in his Pass rush line on his player card. If the offensive sum is play at the moment always go to FL #2. greater, the difference between the two sums is multiplied by Screen Pass: A Screen Pass must be directed to a back, or wide 2 and subtracted from the quarterbacks Sack Range. If there is receiver, not a tight end. no difference between the sums, the quarterback's Sack Range • Roll FAD, and refer to the QB card “SC Mod” for a possible is unaltered. Alterations to the Sack range (decrease/increase) modifer to the completion range of the pass and refer thsi number results in an accompanying alteration to the Run range (increase/ to the 'Screen Pass Completion' table. The result will be "COM" decrease). (Complete), "INC" (Incomplete) or "INT” (Intercepted). • A new FAD is rolled, apply this number to the Pass Rush line on • If a Screen is complete, roll a new FAD on the rushing column the quarterback's card. The possible results are SACK (See Sacks of the pass receiver, then refer to the ‘Screen Pass Distance Table section below), RUN (see below), COM (see below) or INC (see (x1/2, normal, x2, or x3), multiply the yardage by the indicated below). NOTE: A quarterbacks completion range on his Pass value (round fractions up), just as if the play was a run. Block- Rush line is never altered for any reason - be it for the type of ing and Tackling values are never employed during a Screen; defense in use or the Pass Defense value of the defender. however, the defense that is in effect during the play may modify Sacks: If a quarterback is sacked, roll 2d10 the result is the num- the Run Number on the rush column of the back catching the ball ber of yards lost on the play. (For timekeeping purposes, a sack (See Defense/Pass Table). goes out of bounds if the FAD used to determine the yardage lost • If the pass is incomplete, the play is over. is an even number. • If the pass is intercepted, roll the FAD, and cross-reference the ‘Spot of Interception Table’ Screen/Shovel column to determine the player that intercepts the ball, if the box is empty the pass is incomplete. If occupied the point of the interception is three (-3) yards behind the scrimmage line.

7 ©2014 PT Games Then use the ‘Interception Return Table’ Row 1 to resolve its Offensive Strategies return. A back to which a screen is thrown is never "covered" by Below are 6 strategies that can be employed in addition to or a defender. No Pass Defense Values are used. Interceptions are instead of the normal play call. only possible if the first FAD roll says so. Flop: This may only be called to the quarterback. It automatical- Throwing on the run ly results in the loss of 1 yard (-1) - no FAD are rolled, and no If a quarterback is caught in a Run as a result of a Pass Rush fumble or injury is possible. situation, each receiver will "shorten" their pattern by one level, Sneak: This may only be called to the quarterback. Roll 1d10. Short to Quick, Long to Short. The quarterback can then 'run' If the number is EVEN, the play gains 1 yard: if ODD, the play normally or attempt another pass. To pass, determine the receiver gains zero yards. If the first FAD rolled, yields a "Z", roll another using the FAD 'Pass Receiver Selection Table' , using the 'short- set of die to resolve the "Sneak" and then roll a new FAD to ened' pattern column. resolve the meaning of the "Z" normally. If the receiver on the FAD roll is itself a pass rush, the QB has no Note: Flops and Sneaks do not count against the rushing rest rate choice/no available receiver—he must run. of a quarterback. Other pass adjustments may apply. Individual Pass Defense Val- Draw Play: This play may only be called with an Inside Run ues are always used in Scramble situations. to any back or the quarterback. If a Pass or Prevent Defense is However, Double Coverage and Triple Coverage is ignored. The in effect, add 2 to the run number when resolving the run (add decision to run or pass is made before rolling the next FAD. 4 against a blitz). However, subtract 2 if any Run Defense is in The completion range for the pass is modified based on the orig- effect. These modifiers are in addition to normal run number inal pass pattern. (i.e., a QB forced to scramble on a Long pass modifiers called for on each particular defense. When a quarter- uses the Long pass completion range to throw at a Short yardage back is running a rushing attempt, normal rushing rules apply. receiver.) and the ‘Throwing on the Run Table’ modifier. Play-Action: This may only be called with a Short or Long Pass. If the pass is complete, the yardage is resolved using the receiv- If any Run Defense is in effect, add 10 to the quarterbacks Com- ers 'shortened' pattern. Note that quick passes thrown on the run pletion Range. If a Pass Defense has been called, subtract 10. If a remain quick passes. The entire intercept range for deep backs(s) Prevent Defense is in effect, subtract 20. covering the outlet receiver counts. Shotgun:To call the shotgun strategy the QB card is moved to the Shovel Pass 'Shotgun' position before the defense completes shifting players A Shovel Pass can only be thrown from the Shotgun For- on the display. mation to a running back. No Shovel Pass inside the opponent • Can be used on Quick, Short, Long or Shovel Passes only. 5-yard line.To resolve a Shovel Pass, use the quarterback's • Play Action cannot be used with Shotgun strategy. Quick Pass Completion Range and apply the adjustments from • Completion ranges are modified in addition to all other normal the Play Modifier Table. Roll the first FAD pass number against modifiers for Defense, defender Pass Defense, and receivers. the adjusted Completion Range. • If you go into a “pass rush” situation (from roll or blitz), add +2 A back to which a Shovel Pass is thrown is never "covered" to the total pass blocking value of the offensive line by a defender. Individual Pass Defense Values, Double and • Throwing on the Run is not allowed from the Shotgun forma- Triple Coverage, and Uncovered Receiver modifications tion. are ignored. A Shovel Pass may be intercepted only if a Pass Number 00 is rolled. In this case, use the ‘Spot of Interception 5 wide receiver set: An offense has the option of placing a 5th Table’ to determine who intercepts the pass. If a Shovel Pass is receiver instead of a RB on its display. This receiver is lined up complete, roll the FAD and use the running back's Rush Column in the RB1 position, and can get redirects there. FL2 continues to to resolve the play. Shovel passes are completed 2 yards (-2) get the RB2 redirects. Receivers remain eligible for end around behind the line of scrimmage. No Blocking or Tackling Values or only running plays. Calls made to the 5th WR are made using the Run Number Modifiers are applied. If a BREAK roll occurs on RB 1 spot on the play selection chart. the Run Number roll resolve as normal and subtract the 2 yards. Double-Team Blocking: The offense may choose to Double-Team Swing Pass any defensive player. Double-Teaming may be called with any A Swing Pass can be directed to a running back or wide receiv- Running play. er, and cannot be called on or inside the opponent's 5-yard a) The offense secretly chooses with its play ONE defensive line. Use the quarterback's Short Pass Completion Range and player(not a box) that will be Double-Teamed. Any defensive apply the adjustments from the Play Modifier Table. Pass Deflect player can be chosen. If the player is in Row 2 or Row 3, the Values always are applied. Double-Team only takes effect if the player blitzes or is moved to Roll the first FAD, on the QB card consult the pass number and Row 1 before the plays are revealed. apply to the adjusted Completion Range. Int results only occur d) The offense announces the targeted defensive player as 'double from the QB card, ignore the defensive player int range.If a teamed' in the course of announcing its play. Consult the 'Double Swing Pass is intercepted, consult the ‘Interception Return Table’ Team Blocking Table' to determine the Primary Blocker. The and use Row 1.If a Swing Pass is complete, roll the FAD, consult offense must choose one of the Secondary Blockers listed on the the Rush Number on the player card. No Blocking or Tackling table to "assist" the Primary Blocker. Values are applied. Swing passes are completed 3 yards e) For running plays, if the Blocking Battle references the behind the line of scrimmage, so 3 yards must be subtracted Primary Blocker in a Double-Team assignment, use a combined from the play's yardage (-3 YARDS). If the player rolls in the Blocking Value of '+4' for that position. If the Blocking Battle BREAK range treat as a breakaway chance, remember to subtract references the Secondary Blocker, use a Blocking Value of '+0' or 3 yards. Swing Passes cannot be thrown from the Shotgun. the Secondary Blocker’s BV, whichever is LOWER.

8 ©2014 PT Games If the Primary Blocker is not referenced then use the value print- Exception if the offense is using the '5 wide receiver set'. DB's ed on the player card. Ignore the secondary blocker if blocking may occupy Row 2 (Boxes F to J) without penalty to tackle battle fails. value. Row 2 boxes may contain only 0 or 1 player, regardless of Defensive Strategies position, for each running play called. Defensive backs (DB) may Defensive Pass Strategies: participate in single, double or triple, pass coverage in Row 2. Below are 5 strategies available to the defense on each pass play. See 'Double Coverage' or 'Triple Coverage' for any restrictions. All the strategies are related to the offensive passing game. Each Zone Pass Coverage: strategy may only be called under certain conditions, although The defense can focus its coverage in any of these three corre- their use is never mandatory. sponding sectors [eg, the Defensive "Left" is the same area as the Double Coverage: This may only be called if a Pass or Prevent Offensive "Left"or left end or left tight end, flanker 2, Offense Defense is in effect AND a) 4 players occupy both Row 2 and Center refers to any player in the running back 1,2, or 3 position, Row 3; or b) 3 players occupy Row 2 and 5 players occupy Row and Offense right to the right end or right tight end, or flanker 1.] 3 or c) 2 players occupy row 2 and 6 players occupy row 3 (in Use the table ‘Zone Coverage Modifier table’ to determine the which case the defense may double-cover two receivers). modification to the completion ranges of Quick/Short/Long pass- es. If the play is redirected to a receiver other than the primary When revealing a Double Coverage call, the defensive coach target zone, this modifier does not apply. The defense announces must specify the identity of the double coverage defender (who this coverage instead of a regular pass, prevent, or blitz call. The must be free from primary coverage duties) and the defensive coach must also show which receiver(s) the double coverage is Shovel and Swing passes are not applicable to Zone Coverage. being applied against (LE, FL #2, BK 1, BK 3...) during Defen- Center Field Zone Rule: Defense may elect to play a nickel (or sive Play Resolution by physically shifting the defensive back's dime) DB in box L and not assign him any coverage responsibil- card on the defensive display to share a box with the primary ities. Subtract one from the QB’s completion range. This can be pass defender. If a receiver to which the pass has been thrown is applied whether the defense is in a pass or a run defense. Must double covered, ignore the Pass Defense value of the defenders. have at least 5 (nickel) or 6 (dime) DBs in the third row. The deep Instead, the receiver is automatically considered covered with a back in box L is eligible for interceptions off ‘Spot of Intercep- combined Pass Defense of minus 14 to the Quarterbacks comple- tion’ box L results. tion range, regardless of the printed values of the defenders. Defensive Run Strategies: Triple Coverage: This may only be called if a Pass or Prevent Run Blitz Defense: On any offensive run playcall, the defense Defense is in effect and 2 players occupy Row 2 and 6 play- may call a ‘Run Blitz Defense’. The defense must move 1 or ers occupy Row 3. Specify who the defenders are and who is 2 Safeties into Row 1. Normal run defense modifiers apply being triple covered, by shifting the defensive backs cards on except Safeties in boxes A or E have no modifier to TV, safeties the display to the primary pass defender's box. If a receiver to in B,C,or D add plus 1 (+1) TV. Maximum 2 Safeties per call. which a pass is being thrown is triple covered, ignore the Pass Pass Completion range for a Quick, Screen, or Shovel Pass is defense value of the normal defender. Instead, he is automatically unmodified. Swing, Short and Long Passes suffer a +3 to the QB considered covered by a combined Pass Defense Value of -30 to Completion range. the Quarterbacks completion range. NOTE: If the defense meets These modifiers are in addition to the normal play call modifiers. the conditions of triple coverage, he may instead state that he is Example: Offense calls a Sweep Left with Back 1. The defense double covering TWO specified receivers. expecting a run call announces ‘run blitz + run key back’ this Double/Triple Coverage vs. Running Backs: Double or triple results in a -2 run blitz mod + (-4) for the correct back for a total coverage against running backs require the same conditions with run modifier of +6. If the offense has rolled a 5 yard result the regards to formation and play calling as they do for identical modifier would make a (-1) yard result. coverage against ends or flankers. Defensive Line Stunts: Defensive linemen located in adjacent boxes [A-B, B-C, C-D, D-E] can run line stunts. The defensive Pass Blitz: If the defense calls a blitz, this must be announced player annnounces the line stunt and the boxes involved when immediately before the offense reveals its play call. At this time, announcing the defensive call. If the offense runs directly into the defense must remove at least 2 and up to 5 linebackers and/or the stunting linemen for instance: SL vs A or B, IL vs B or C, the defensive backs from rows 2 and/or 3 on the Defensive Display. Run number receives a -1 modifier. On passing plays, when a These are the players chosen to blitz. They can no longer tackle pass rush, the sack range is increased by a +5 modifier. It a run- or provide pass coverage, but instead generate an additional 2 ning back is kept in to block, the stunt is modified. Only one pair points of Pass Rush value each, plus the pass rush value on the of defensive boxes can be called per play. player card. These blitzing players are also immune from injury during the play. They are placed back on the Display after the play has been fully resolved. Walking up Deep Backs: Up to 2 DBs may play in boxes A to E, see 'Position and Coverage Modifier' Table for tackle value modifiers. If a DB is doubling a box in the front row the doubled box is -3 instead of the usual -4. DB's may only be "walked up" to row 1 if 7 DL +LB are already in Row 1 and Row 2. If 3 defensive players occupy a box the TV becomes -4. (Row 2 Pass Coverage).

9 ©2014 PT Games Kicking Game Punt Return: Roll FAD and find the number, the returner has a Punts: On any down the offense may elect to Punt. A FAD roll range of 0 to 19 yards. If the FAD roll isin the LG range then the is made and the punter card is consulted. The range is found and returner has busted a long return. Roll FAD again for the yardage cross referenced against the punt distance. Roll FAD again and to the maximum on the card. FC? is an option referred to when consult the fair catch? (FC?) line. If the roll is in range then the a punt returner decides to not return a punt. Roll FAD, if in FC? punt is a fair catch, outside range and a return in possible. To raneg the punt is a fair catch, no coffin corner is applied or fum- return a punt, roll a new FAD and refer to the punt returner card. ble is possible. If FAD is not rolled either as not in range on the If more than one returner on a team then player choice on the FC? roll or not elected by the returner then coffin corner values returner. are applied and a fumble is possible, if rolled from a Z event. Punter Card '00’: If the original roll is a '00' then 4 results Blocked Punt: are possible. Roll another 1d10, against the table results. A '1' If a blocked punt is indicated from the punter card either team indicates the Minimum (Min.) kick distance, 2 is the Maximum may recover and advance the ball.Resolve as follows:as follows: (Max.). If the d10 roll falls within the Blocked range then the a) Roll 1d10 to determine who recovers the block, 1-7 and the punt is blocked. (See Blocked Punt Resolution). If the d10 roll receiving team recovers, 8-10 and the kicking team recovers. falls within the penalty range then roll a FAD roll on the penalty b) Determine the Point of Recovery (PR) by rolling 2d10, adding table column 3 and follow the result. To determine the Punt num- the numbers (2-20 range). The result is the number of yards ber designate one die as the “lead” die. If it;’s a 0 or 1 read behind the line of scrimmage where the recovery is made. Blocks as is for both die (not add), 2 or greater add the die together. that go into the kicking team’s end zone are safeties. EXCEPTION: lead die 2 and other die 0 = 20 c) Use the 'Fumble Return Table' to determine the return yardage. Punt Rush: On any punt, the defense may choose to attempt an If the kicking team recovers and a Run Number 1 is rolled for the "All-Out Rush." Such a punt would be resolved normally, except return, ignore the asterisk next to the return yardage. If the kick- ignore all results on the punter's card next to Number 10. If a 10 ing team recovers on any down other than fourth down, it retains is revealed, roll a 1d10. Numbers 1-3 indicate that the punt is possession. If the kicking team recovers on fourth down, it must blocked and the defense recovers 15 yards behind the scrimmage make the yardage necessary for the first down to keep the ball. line. Kickoffs: Three types (Regular, On-Side, and Squib) may be Numbers 4-10 indicate that the punt was not blocked; for the punt attempted and each is resolved differently. To resolve a Regular distance, read the result off the punters card Number 11. If the Kickoff, roll FAD and refer to the ‘TB?’ line. If the roll is in punter has a "blocked" number range under run number 12 that range then the kickoff is a touchback and no other rolls for kick is worse than 1-3, the penalty associated with an all-out rush is to or return are needed. If the roll is not in range, roll FAD again and add 2 to the blocked range of the punter (a 1-4 range becomes a refer to the yardage in the appropriate range. If not a touchback 1-6, while a 1-3 range defaults to 1-4). The maximum return on roll FAD against the returner card. any punt with an "All-Out Rush" is 3 yards. Kickoff Return:Roll FAD and refer to the appropriate return range Coffin Corner:The punter may state before the first FAD is rolled for the return yardage. If the ‘LG’ range is rolled on the return, that any punt is a "Coffin Corner." This means that the coach of roll FAD again for the kickoff return. Note the maximum return. the punting team must state a number of yards (at least 10 and no more than 25) that he wishes to automatically deduct from Onside Kicks: The kicking team may declare that any kick is the punt's yardage. The pre-stated deduction must be applied no "onside." In this case, roll FAD, 01-24 kicking team recovered matter what the punt's result. If the Number resolving the punt is and gains possession, 1st and 10 at midfield. 25-00 means the even, it goes out of bounds and no return is possible. If the num- receiving team recovers the kick and gains possession 1st and 10 ber is odd, the punt is returned normally (unless "FC" results). at midfield. Onside kicks are not returned. If a team attempts an All punts that go into the end zone are a touchback and are put onside kick and the result of the play is “kick out of bounds”, the into play on the receiving teams 20 yard line. Non-Coffin Corner receiving team gets possession of the ball at their 40 yard line. Onside Kick Defense: During a kickoff, the receiving coach may punts that land unreturned five yards or closer to the opponents choose an "Onside Kick Defense." In this case, the kicking team goal line have the option of being returned normally or allowed to recovers its own onside kick (assuming it wishes to perform it) bounce into the end zone for a touchback. on a FAD roll 1-12, while the receiving team recovers the onside Coffin Corner Adjustments: Some punter card's have a 'CC" kick on FAD roll of 13-00. value printed in the bottom right. Coffin corner punts are resolved Should the kicking team kickoff normally, the maximum return if normally (announce the coffin corner punt, including the amount an Onside Kick Defense is in effect is 20 yards of yards deducted from the punt distance). If the punter has a Squib Kicks: The kicking team may declare that any kickoff is a coffin corner adjustment, that modifier can be used to adjust "squib kick." Resolve such kicks as a regular kickoff but add 15 where the ball lands. For example, if a punter with a coffin yards to the spot at which the kickoff return begins. In addition, corner adjustment of (-2) puts a ball on the four yard line, the add 1 to the number used to resolve the return (a 10 remains a punting team can modify the result to put the ball on the two or 10). three yard line. The player must announce the adjustment before Extra-Points: After a touchdown, the scoring coach rolls FAD the return is rolled. All or none of the adjustment must be used and refers to the place kicker card in order to see if the kick is upon calling for the adjustment. good (1 point), blocked or missed. Fake Punt: The kicking team may elect to try a fake punt. Roll Kickoff Return Fumble: Fumbles on kickoff returns can take 1d10 and compare to the ‘Fake Punt Result Table’ for the out- place on a Z event roll. For Kickoff Return Fumble events, roll come. against the returner’s fumble range. If the FAD roll is in the re

10 ©2014 PT Games turners fumble range, roll a new FAD 01-50 recovery by returner, 51-00 kicking team recovers. No fumble advance occurs. Ignore “Z” Events: Random occurences during a play such as fumbles on plays resulting in a touchback. No Force Fumble fumbles, penalties or injuries. Adjustment is counted. In play resolution roll the six-sided die along with the FAD die. Two-Point Conversion: The scoring coach has the option of If the ‘Z Event’ is rolled, complete play resolution and then roll attempting a 2 point conversion in lieu of an extra-point kick. for a ‘Z Event’. ‘Only one ‘Z’ event per play. Z events’ are only With the ball placed on the defense 2 yard line, the scoring coach applicable if they are revealed during the first 3 FAD rolls in play gets one play to put the ball into the endzone. If successful, the resolution. That is, a "Z" result is ignored if it is revealed after scoring team is awarded two points. All normal rules regarding the third FAD roll to resolve a play. Multiple "Z" rolls are ignored offensive plays are still in effect with the following exceptions: when: • The defense may not score on any extra point attempt or two a) On fumble recovery determinations point conversion attempt: the ball is immediately dead when it is b) Extra Point Kicks in the possession of the defense. c) Point of Interception • Any penalty against the defense during an extra point attempt d) Point of Recovery or a 2 point conversion attempt can have the yardage assessed on e) Fumble Recovery determinations the ensuing kickoff, if the attempt is successful, or immediately When a "Z" event is applicable to the play, finish resolving the for another try. play normally. Then, determine the meaning of the "Z" by rolling Field Goals: The offense may attempt a field goal on any down against the ‘Z Event Table’. the ball is within the kickers range. To determine the kickers ‘Fumble’ and ‘Penalty’ are modified by the ball carrier’s fum maximum range consult the player card. To determine the dis- range and forced fumble adjustment (on run or pass plays only) tance of a field goal, add 18 yards to the scrimmage line. Subtract then roll on the Z Event Table. For Fumble resolution see five (-5) for every yard from the kickers 50+ yards "good" range (‘Fumbles’). for every yard over 50 that a kick is attempted. To resolve the Example - Z Event is called, the fumble range on the ball carrier field goal attempt, the kicking team rolls FAD, apply this number is 89, so the penalty range on the Z Event Table is now 47-88, 89- to the kicker card in the proper range to see if the kick is good or 00 for fumble. missed. If good the kicking team is awarded three points. The of- Further dice rolls determine the injured player (see 'Injuries'), or fense kicks off after a successful field goal. After an unsuccessful Penalty call (See 'Penalty Table'), attempt, the opposition takes over the ball, 1st and 10, from the In the event of multiple penalties, the infractions will off-set if spot of the kick, eight yards behind the line of scrimmage. If the both teams have been offended. If a single team has multiple spot of the kick was inside the 20 yard line, the opposition takes infractions against it, the offended team will choose which of the over at its own 20. A FAD roll of ‘1’ is always good. infractions to accept. Example: A placekicker with a good range of 1-58 for kicks of 50 yards or greater with a maximum range of 58 yards. The good Penalty Table range is reduced by 5 for each yard over 50, an attempt of 58 When a Z event shows a penalty. Roll FAD (01-50 on offense or yards would be successful only on a FAD roll of 1-18. kicking team, 51-00 on defense or receiving team) and refer to Fake Field Goals: Before any field goal attempt, the kicking the appropriate penalty column. team may declare that they are attempting a fake kick. If this op- 1- applies to all plays not covered in 2,3,4 below; tion is chosen, roll 1d10. If the result is 1-2, the fake attempt is a 2 - applies to Short and Long passes; successful try; see the ' Good Result Table' if the 3 - applies on Punts and their returns; run number is 30, the attempt fails and the defense takes control 4 - applies on all Kickoffs and their returns. of the ball at the appropriate spot.See 'Fake Field Goal Table' for Roll FAD again and find the range for the penalty. ball placement. No defensive call is made. Penalty Option/No Option: ‘No Option’ penalties may not be Penalties occurring on fake punt or fake field goal attempts are declined. 'Option' penalties may be accepted or declined.. If a resolved using category 1. See 'Penalty Table' section for full penalty is declined by the non-penalized team, then the play's details. result and down expenditure are accepted. Free kicks after safeties: On Holding or Pass Interference note under the description on the After a safety is scored the kicking team may choose to use either ‘Basic Penalty Table’ the FAD roll to determine offending team. their punter or kicker card. For the kicker use the kickoff card. Individual team penalty tables are available from our website. For the punter use the Punter Card. • If the punter is used, Roll 1d10 on the card and add 15 yards Penalties After Scores: Touchdowns: All dead-ball personal fouls and 15-yard personal to the yardage result on the punter card (unlike normal punt fouls against the defense (including Roughing and Face Mask formation, the punt is being done from the "line of scrim- penalties) are assessed on the following kickoff. All other penal- mage" with no rush). • Ignore a 10 die result and reroll a new 1-9 number. Because ties must be declined to accept the score. If the offense commits of no rush, disregard blocked kick results and offside penal- a live-ball personal foul, the score is cancelled. The penalty is ties against the receiving team. marked off from the spot of foul, and the down is replayed. • All kicks are returnable (i.e., disregard “FC” results). Use Field Goal Attempts: For successful field goals, dead-ball person- the appropriate punt returner card. The receiving team could al fouls and personal fouls committed by the defense are assessed opt to fair catch (to avoid chance of a fumble?), but it is not on the following kickoff. For missed field goals, personal fouls required. are assessed from the line of scrimmage.

11 ©2014 PT Games All other penalties must be declined to accept a score. A success- The non-penalized team always has the option of declining any ful field goal also may be cancelled to accept a penalty. Delay of Game penalty. Ignore Delay penalties when the Hur- Point After Tries: Defensive penalties are assessed on the follow- ry-Up or No-Huddle Offense is in effect. Fumbles ing kickoff for successful tries, or from the line of scrimmage for All players, except kickers and punters are rated with fumble unsuccessful tries. If accepted, offensive penalties that result in a ranges. If the Z result shows ‘fumble’, and the FAD roll is in loss of down cancel any score. range on the ball carrier for a fumble, roll FAD again for recov- Penalties Half the Distance to Goal-Line: Penalties that do not ery, 1-50 fumbling team recovers, 51-00 fumbling team loses have a sufficient distance to the offenses or defenses goal line the ball. Roll on the ‘Fumble Return Table’ if recovered by to be fully enforced will have a yardage "half the distance to non-fumbling team to advance the ball. Ignore fumbles that take the goal" enforced instead with fractions rounded up (a 15 yard place on field goal attempts, extra point and two point conversion penalty from the 11 yard line would be moved back 6 yards to attempts, plays involving touchbacks, plays that involve touch- the 5 yard line). Penalties can be halved to the 1 yard line after downs, and incomplete passes. Fumble recovery player is game which the ball remains at the 1 yard line for subsequent penalties. player’s choice. If two roundoffs are applied to the same play, they effectively Forced Fumble Adjustment: (FFA) Defensive players have a cancel each other (one roundoff applied in favor of the offense/ number next to 'Fumble' on their card. On running plays, the kicking team and the other in favor of the defense/return team.) individual FFA on the defensive player’s card from the blocking Penalties Near the End of a Half or Game Defense Penalties: If battle is used to modify the ball carrier’s individual fumble range. the defensive team is behind in the score and commits a penalty If more than one player is indicated in the blocking battle (double when it has no time outs left in the final 30 seconds of either half, box on row 1, or two boxes are indicated) than the FFA of those the offensive team can decline the penalty and have the time on players is AGGREGATED for the final adjustment. If two players the clock expire. On a penalty by the defense on last play of a occupy the referenced box then both FFA are added to the ball half or game, the down is replayed if the penalty is accepted. carrier fumble range. Any penalty on the defense not declined, except dead-ball pen- • For sacks, the defender who made the sack is determined and alties, may extend a period. If a live-ball penalty on the last play the player’s FFA is used to modify the QB’s sack fumble number of a half or game is accepted, the down is replayed, except if the penalty takes place after a change of possession (i.e. personal foul range. To determine who made the sack we suggest that you add after a turnover). A dead ball foul at the end of a half is enforced the pass rush values of the cards in Row 1 and then roll dice as on the kickoff in the second half or on the first play in sudden you see fit. • For completed passes, the FFA of the defender(s) covering the death. A dead-ball foul can never extend a period. receiver who caught the ball is/are used. Thus if double or triple Offense Penalties: On a foul by the offense on the last play of a coverage is in effect, the FFAs are aggregated for that purpose half or game, the down is not replayed and the play is nullified, except fair catch interference and penalties committed by the Injuries offense after a turnover. Injuries: If an injury Z Event is rolled. FAD roll on the ‘Injury 10 second runoff: A team is not permitted to conserve time inside Table’ to see who is hurt.The table will designate an offensive of one minute of either half by committing any of the following player with two initials or a defensive box with one initial. If two acts: defenders occupy an indicated box, then one of the players is se- (a) a foul by either team that prevents the (i.e., false start, lected at random, but if the box is empty then nobody is injured. encroachment, etc.) Some injuries are labeled "BC"; stands for "ball carrier" and re- (b) intentional grounding; fers to the player who was carrying the ball when the play ended. (c) an illegal thrown from beyond the line of scrim- When an injury occurs, roll another FAD number and refer to mage; the ‘Injury Duration Table’ for time missed. Injuries cannot take (d) any other intentional foul that causes the clock to stop. place on any kicking plays. Ignore “BC” results on kicks and Penalty: For Illegally Conserving Time: Loss of five yards unless incomplete passes. Players have a games played (GP) rating on a larger distance penalty is applicable. the card. To find the maximum for games missed subtract GP-16. When actions referred to above are committed by the offensive Ignore cumulative injuries to a player that equal greater than 16 team, officials will run 10 seconds off the game clock. If the games.(Ex. Player A has a GP of 15, he has already missed a offensive team has timeouts remaining, it will have the option of game in the season, on his next injury roll, another game +1 is using a timeout in lieu of a 10-second runoff. The defense always rolled. This is converted down to rest of game.) If a player is Rest has the option to decline the 10-second runoff and have the yard- of Game or Game + injured then do the following: Rest of game: Make a note to roll FAD on the ‘Injury Check age penalty enforced, but if the yardage penalty is declined, the table’ prior to the next game kickoff and check the game readi- 10-second runoff is also declined. Time expenditure for Penalties: ness of the player. Make another FAD roll against the designation Delay, and Movement, Penalties:Time expenditure for Delay, and (Probable, Questionable, Doubtful) and if the roll is in range the Movement, penalties depends on the previous play. If the preced- player also misses the next game. This roll is only done for the ing play was 10 seconds or less (i.e. stops the clock), the penalty game following a rest of game injury. 16 game played players are expends no time. If the previous play did not stop the clock, a De- not eligible to be out additional games. lay penalty expends 30 seconds, and Movement, Substitution, and Game +: Roll FAD on the ‘Game Plus table’ cross-reference Participation penalties expend 10 seconds. The penalized team games played on the top against the roll on the left to find dura- may choose to use an available timeout to cancel Delay, Substitu- tion of injury. A number only is games missed in addition to the tion, and Participation penalties and replay the down. rest of the present game. Or a length of time to be missed in

12 ©2014 PT Games the present game. number of plays, quarter, half, rest of game. • For the remainder of the “no huddle” neither team may make any substitutions (exceptions: play with injury, play with penalty, Timing play with fumble, calling a time out, end of quarter) A game consists of four quarters, each of 15 minutes. Each play • Plays are resolved normally (compared with the 3-minute of- expends a certain number of seconds that are recorded on the fense conditions below). score pad. A penciled "X" in a box represents 10 seconds of time; • No (-4) completion penalty (though any receivers that get tired a "/" (or slash) represents 5 seconds. Consult the 'Time Elapsed will have the -4 endurance penalty until they get off the field) on Game Clock' Table to determine the time expenditure of each • Run yardage is not halved for non-TD runs (though any runners play. that get tired will have the -2 yardage penalty until they get off Out of Bounds: To determine if a play is out of bounds roll 1d10 the field) and record the number on the scoresheet under ‘OB Number’ • No extra “out of bounds” results (only non-inside run plays with before each quarter. an “OB” on the FAD roll are ruled as out of bounds plays) If the last FAD roll resolving a play has the same ones digit rolled Spike: The offense can Spike the ball to "stop the clock" only as the OB number, the play ends out of bounds. Exception: Inside after a play that does not stop the clock. Plays that stop the clock runs are never out of bounds. The Z and OB numbers may be the include those that involve: a timeout; penalty; injury of one game same. or more; out of bounds; fumble; incomplete pass; field goal at- Sacks: Timing for sacks is considered the same for running plays. tempt; or change of possession. A Spike reduces the time expen- 3-Minute Offense: Any play that begins 3 minutes or less from diture of the preceding play by HALF. No play can be reduced the end of the 2nd or 4th quarters may be run in a time con- below 10 seconds by a Spike. No FAD are rolled, and a Spike serving fashion by declaring that it is instituting a "3-Minute expends one down and 5 seconds. Offense". This decision may be rescinded at the end of any play Flop: The offense may elect to kneel down. The QB takes one voluntarily and is automatically rescinded when the ball changes step back and the clock runs for a full-40 second play. The de- possession. It is never in effect on any kicking plays. Each play fense can call timeout to halve the time used. No FAD are rolled run with a 3-minute offense uses up One-Half of its normal time and the play loses 1 yard attributed to the QB. This play does not expenditure but is penalized in the following ways: a) On a run or count against the QB rushing rate. Screen pass, its final yardage is halved (round fractions up),with No play may expend more time than is necessary to bring a quar- the exception that a play that would normally be a touchdown ter to a close. No half may end on a defensive penalty. If such a is not halved so that the score may stand; b) Non-Screen Passes penalty occurs on the last play of the half, a special play is run, have the quarterbacks completion range reduced by 8 in addition expending no time, bringing the half to a close. to other normal modifiers. No-Huddle Offense Time Outs: Two forms of time outs exist during the game. The The No-Huddle Offense may be used at any time during the first are the official timeouts which occur at the end of the first game. The offense announces its intention to initiate a No-Huddle and third quarters and at the two-minute mark of the second and before the next play begins. The No-Huddle remains in effect fourth quarters. The second are the team timeouts which each until: the offense voluntarily rescinds it at the end of a play; the coach can use at their discretion. Each team receives 3 time outs offense substitutes a player; a timeout is called; a punt or kick is per half. A time out may be called after a play that takes more attempted; or a change of possession takes place. The No-Hud- than 10 seconds. The clock automatically stops when there are dle is never in effect on punt or kicking plays. Plays during the exactly two minutes to play in the 2nd and 4th quarters (even No-Huddle proceed normally with the following exceptions: if a play is run that would normally bring the clock below the a) Substitution: When the No-Huddle is announced and before 2-minute mark). Team time outs can not be transferred from half the first No-Huddle play is run, each team may substitute its to half. 3 timeouts maximum to begin the game or second half. players normally. As long as the No-Huddle Offense remains in In addition to the game time considerations previously men- effect, no additional substitutions may be made by either team tioned, a timeout (whether official or a team timeout) will count until the No-Huddle Offense is rescinded or until the clock is as a play from scrimmage for the purposes of rest rate recovery stopped. Plays that stop the clock include those that involve or and injury recovery. These recovery effects do not take effect if a end in: a timeout; penalty; injury of one game or more; out of team timeout is called following another timeout. In all instances bounds; fumble; incomplete pass; Spike; field goal attempt; or a play from scrimmage must separate timeouts of any variety for change of possession. Offensive and defensive formations always the recovery effects to be in effect. can be modified freely. No Huddle Offense Timing: If the offense is operating in a b) Time Expenditure: Each play run during a No-Huddle Offense no-huddle in timing for all 40-second plays are cut in half (20 uses HALF of its normal time expenditure (except Spike and seconds for in bounds plays). Out of bounds plays are still 10 Delay of Game penalty). Consult the Timing Table for the time seconds (the offense is coming up to the line without a huddle, expenditure of plays run during a No-Huddle Offense. but the clock is stopped while they are doing it). Any non-Inside c) Yardage Modification: During the No-Huddle Offense, the Runs and completed passes that have their yardage determined final yardage for any Run, Screen, Shovel Pass, or Swing Pass is by an EVEN Number automatically end up out of bounds. Such reduced by HALF (round down). Touchdowns and plays involv- plays that are resolved by ODD Numbers stay in bounds (unless ing negative yardage are unaffected. they go out of bounds normally). Incomplete passes are unaffect- d) Completion Range Adjustment: During the No-Huddle ed by out of bounds considerations. Offense, the Completion Range for Swing Passes, Short Passes, • Offense can declare no huddle after any play. Both teams can and Long Passes is reduced by THREE (-3) in addition to normal make any player substitutions at this time. adjustments.

13 ©2014 PT Games Hurry-Up Offense: The Hurry-Up Offense may be used at any (An "immediately preceding" play is any play that involves the time during the game. This offense is similar to the No-Huddle, rolling of a FAD, be it an extra point, penalty or an offensive but it provides more opportunities to reduce the time expenditure play by either side). If a FAD directs a pass to a receiver different of plays. The Hurry-Up Offense remains in effect until: the from the original one, resolve the pass normally but the player to offense voluntarily rescinds it at the end of a play; the offense which the pass was directed is considered "tired", not the re-di- substitutes a player; a timeout is called; a punt or kick is attempt- rected receiver. ed; or a change of possession takes place. The Hurry-Up Offense NOTE: A tired player must leave the field to rest, a player who is never in effect on punt or kicking plays. Plays during the Hur- does not leave the field remains tired and appropriately penalized ry-Up proceed normally with the following exceptions: regardless of the number of plays that occur. • Substitution, Time Expenditure, and Yardage Modification: Two (2)= This type of play may only have a play directed at him Same as No-Huddle Offense. if the 2 immediately preceding plays were not directed at him. • Completion Range Adjustment: During the Hurry-Up Offense, Penalties for violating this restriction are the same as #1 above. the Completion Range for Swing Passes, Short Passes, and Long Three (3)= This type of player may only have a play directed Passes is reduced by FIVE (-5) in addition to normal adjustments. at him once per possession. Penalties for violating this restric- • Out of Bounds: During the Hurry-Up Offense, any non-Inside tion are the same as #1 above. Possession ends when the ball is Runs and completed passes that have their yardage determined by intercepted or lost by fumble; multiple occurrences of these may an EVEN umber automatically end up out of bounds. Such plays return the ball to the offense during the course of a single play, if that are resolved by ODD Numbers stay in bounds (unless they so, the offense begins a new possession at the end of the play. go out of bounds normally). Incomplete passes are unaffected by out of bounds considerations. Four (4)= This type of player may only have a play directed at Rest Rates: All backs, receivers and quarterbacks receive a spe- him once per quarter. Penalties for violating this restriction are cial letter or number value on their cards. This is their endurance the same as #1 above. or rest rate, and the value appears next to the injury rate as RR:the Quarterback Rushing Rest Rates: Some Quarterback cards have first number is rushing, second number is receiving, for QB a sin- rushing rates that determine the frequency and type of running gle letter below the player name and a number for a rushing value play the player may attempt. in some instances. No other players time on the field is controlled A quarterback card with a rest rate may attempt a rushing play by a rest rate and they are eligible for as many appropriate plays with the identical frequency and type as a running back of the as possible. Rest rate values have the following meanings: same rest rate. Such quarterbacks may attempt either inside runs Quarterback: or sweeps. Quarterbacks with a rest rate of 3 or 4 suffer penalties A= A quarterback with this rating must start and play quarterback for "tired" rushing as do running backs with the identical rest rate. for the entire game unless injured. Only inside running plays, A quarterback card without a rest rate is limited to inside rush at- flops and sneaks may be called to the quarterback. If a team pos- tempts once per half. These quarterbacks may not be rushed tired. sesses 2 "A" quarterbacks, either one may start the game. All quarterbacks may perform flop and sneak type rushes without If you have two QBs with the same rest rate (both "A" or, if you consideration for rest rate. Scrambles are similarly exempt from have no "A" QBs, both "B"), you can replace the starter with the rest rate consideration. Rest rate considerations are in effect only for rushing attempts; a other QB at any time. However, the QB you bring in must stay in tired status does not effect the quarterbacks throwing ability. for the duration of the current possession. Either QB can be se- Weather lected to start your next possession, and you still have the option To add a touch more realism we have included weather rules. of bringing in the other at your discretion to finish the possession. Roll 1d10 prior to kickoff and refer to the 'Weather Impact Table'. B= A quarterback with this rating may start the game in the If weather impacts the game roll on the ‘Type of Weather Table’ absence of an uninjured "A" quarterback. This player may only and then refer to the ‘Weather Adjustment Table’ for the specific enter the game in substitution for an injured quarterback, provid- game mechanics altered. Note if wind is indicated then choose a ing there are no healthy quarterbacks with a higher rest rate rating direction for the first quarter and 3rd quarters, in the 2nd and 4th available to substitute. The substituting quarterback may stay quarters the wind will blow in the opposite direction.This way in the game only until the injured quarterback is again healthy. the wind direction an matter for kicks.Or you are free to use any Coaches may substitute "B" rated quarterbacks into the game if weather effect that both coaches agree on. Ignore weather for their team is ahead or behind by at leaset 21 points ergardless of dome stadiums. injuries. Sudden-Death To determine the winner shall prevail when the C= A quarterback of this rating is similar to "B" rated quarter- score is tied at the end of the regulation. Under this system, the backs with regards to substitutions due to injury or point spread. team scoring first during overtime play herein provided for, shall A "C" rated quarterback may start or be substituted into a game be the winner of the game and the game is automatically ended only in the absence of a higher rated (A or B) quarterback. upon any score (including a safety). Running Back, Fullback, Wide Receiver, Tight End (See the ‘Rest At the end of regulation playing time, toss a coin, in accordance Rate Modifier Table’ for complete modifier breakdown): with rules pertaining to a usual pregame toss. The visiting team is Zero (0)=This type of player may have a play directed at him an to again call the toss. unlimited number of times per game without adverse modifica- There shall be a maximum of one 15-minute period. If neither tion. team has scored, the game shall result in a tie. One (1)= This type of player may only have a play directed at him if the immediately preceding play was not directed at him.

14 ©2014 PT Games Each team shall be entitled to two timeouts. The general pro- Special Teams Returner Designation The player determines the visions for the fourth quarter of a game shall apply. Coaches’ order of returners 1-4. 1 is the most frequent to 4 least frequent challenges will not be allowed. returmer. If only one returner that player receives the 1-4 range Following a coin flip, the following shall apply: and will be the designated returner for all kicks of that type. (a) Both teams must have the opportunity to possess the ball once 3 Tight Ends during the extra period, unless the team that receives the opening Place 2 TE in the tight end position on the display and the third kickoff (Team B) scores a touchdown on its initial possession, in tight end in the running back 1 position. Passes and runs cannot which case it is the winner, or Team A scores a safety on Team be directed to the tight end in running back 1 position. Redirects B’s initial possession, in which case Team A is the winner. fall incomplete unless in the QB int. range. The 3rd tight end is (b) If the team that possesses the ball first scores a field goal on for blocking purposes only. its initial possession, the other team (Team A) shall have the op- 6 Offensive Linemen portunity to possess the ball. If Team A scores a touchdown on its Place the extra (6th) offensive lineman in the tight end position. possession, it is the winner. If the score is tied after Team A’s pos- Only Offensive Lineman (OL)may occuy the TE position. The session, the team next scoring by any method shall be the winner. player cannot have a pass or run directed or redirected to him. (c) If the score is tied at the end of a 15-minute overtime period, Passes to the tight end position will fall incomplete, check for or if Team B’s initial possession has not ended, another overtime interception. Injury calls to the tight end (right or left) do affect period will begin, and play will continue, regardless of how many the offensive lineman occupying the box. Box I on the defen- 15-minute periods are necessary for plaoff games. sive display covers the right TE position and Box G covers the (d) At the end of the first and third extra periods, etc., teams must offensive left TE position for blocking battle and redirect pass change goals. intercept checks. If 6 OL are in use no split end may occupy the (e) At the end of a second overtime period, timing rules shall ap- same side. ply as at the end of the first half. At the end of a fourth overtime Audible: The offense may elect on a play to announce an “audi- period, timing rules shall apply as at the end of the fourth quarter. ble”. This can occur after the defense has moved it’s players, and (f) Coaches’ challenges will not be allowed. before the first FAD roll has occurred. The Offense will announce “Audible” at which the offense can elect to change his play se- Roster Size lection. Neither the offense or defense may switch personnel, but Football Bones comes with cards for most of the players on the the defense gets to reposition their players and then announce the roster at season's end. As such generally more than 47 players are defensive play call. included per team. Motion: The offense may elect to put a man in “Motion”. After Each team has 47 roster slots that can be filled on game day. Any the Offense has announced that he is set and, before the defense players above 47 are considered "in-active" for the game and are announces its play and the first FAD is rolled to say “Motion” at set aside. Two (2) of these 47 are considered emergency replace- which time he may move one player. A Running Back, or Wide ments and are eligible only if a position becomes depleted. Receiver (No Tight End) from the box they presently occupy to Player card duplication may occur if a player appeared for multi- another unoccupied box. The offense may only move one player ple teams during the season. per play and with the following restrictions. The Defense can Optional Rules: Use the optional rules to enhance your respond by moving one player to cover the man in motion only. game experience. Note that in solitaire play the 3 TE and 6 OL • The offensive display must stay as a legal setup as described in are mandatory. the Offensive Display section. Pass Routes • No players can be substituted from the Offense or Defense. The offense can designate the type of pass pattern that each • The BK 1,2 and 3 slots may be left open as the RB can move to individual receiver will run for Quick, Short, or Long passes. FL #2, any passes re-directed to the BK slots are incomplete. Screen, Shovel, and Swing Passes can only be called to • Audible and Motion may not be called on the same play. the original intended receiver. When the 'Pass Receiver' FAD • 'Z' Injuries are assigned to the new position. roll redirects a pass to a secondary receiver, the pass route will Pass Battle: The Pass Battle is a battle similar to the blocking change to the corresponding secondary receiver's route. Com- battle for rushing plays. For non-pass rush plays, a blocking bat- pletion Range adjustments from individual Pass Defense Values, tle from the 'Running Play' table is rolled. The Offensive player type of Defense, and Double and Triple Coverage also will decides inside or sweep for the play direction. Right or Left side change. (i.e. Play called is a Long Pass to the FL, the pass is re- is determined by receiver side of the field. The Pass Blocking directed to the LE, the player had the LE on a quick pass pattern. (Offense) and Pass Rush (Defense) values of the blocking battle The play is immediately switched to match the LE quick route.) players are compared and the quarterback’s completion range is Injured players can be placed on the Injured Reserve (IR) list. If altered for the battle. you place a player on IR, they must stay there for at least four (4) Timing Rules: The result is that the following plays (Plays games. A player on a team's IR list does not count against that ending up out of bounds, Penalty, Injuries) previously marked as team's 47 player roster limit, allowing another player to be signed 10-second plays are now marked as 40-second plays. Note that off the waiver wire (at least until the original player returns from an incomplete pass remains a 10-second play. the IR list). In the second half, the time remaining on the clock at the snap of the ball is used to determine if this rule is in effect. For example, if there was 5:15 on the clock and a play was a run out of bounds, the play would be a 40-second play and the time on the clock at the time of the next play would be 4:35.

15 ©2014 PT Games Challenge: The Offense or Defense may elect to challenge the outcome of a play. • The Challenge is a recalculation of the outcome of a play. If you think a play’s outcome was calculated incorrectly, the player may elect to say “Challenge” and have the play’s outcome (Modifiers, rules) to be recalculated. If successful then no timeout is charged, if you lose then a timeout is charged. • Two Challenges per game are allowed and none in the last 2 minutes of either half. For official Challenges in the last two minutes, both players would agree to review the FAD rolls and the modifiers with no timeout charged to either team.

Multiple ‘Z’ events: Multiple Z events are possible during a single play and each occurence is checked at the conclusion of the play.

Acknowledgements I want to thank Jim Barnes for the permission to use the Statis Pro name and game system as the basis for this version. Also per- mission from James Gordon for his variants to the original game including weather and solitaire rules. Andy Lewis for so much Excel help. The entire BFL league for 25+ years of fun and help with this project. Grant Baker for his amazing displays and fields. My sons Chris and Mike for helping playtest or just listening to me. And certainly, most importantly, my wife Amy, the love of my life. The one person that had to put up with too much missed time together as I worked through this variation on the best foot- ball boardgame I have ever played.

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16 ©2014 PT Games