Statis-Pro Football: 6th Edition Rules [Avalon Hill]
still to complete:-
Introduction
Including a summary of changes from the 5th Edition Rules, possibly a Rules
Timeline (otherwise just post each edition of the rules and link to the relevant
playing sets).
Errors
Rule 9.5 when a QB "spikes" the ball, the time used on the previous
play should be changed as if a timeout or out of bounds had occurred
Not sure why the clock is only stopped for OB etc in the final minutes ?
Timing Table is clearly wrong, as incomplete passes, penalties etc have same
time as a normal play. I believe they should read 20/10/10/5 seconds
The following items, necessary to play the game, are included in the game
box.
- Football Field
- Two Offensive Displays
- Two Defensive Displays
- Rulebook with Tables
- Scorepad
- Football & First Down marker
- Fast Action Cards
- Strategy Cards
- Player Cards for an NFL Season
The following sequence is used for resolving each down of the football game
- 2.1 Substitution: The player-coaches may freely
substitute offensive and defensive players on their respective squads [see
rule 8.7 below for 'No Huddle' exceptions]
- 2.2 Display: Each player-coach must set, within
certain limitations [as per 3.0 below], his players in
the positions desired on the individual displays
- 2.3 Offense/Defense Choices: Next,the defensive
coach secretly chooses a defense and strategy,meanwhile the offensive coach
secretly chooses a play, player and a strategy [refer to section 7.0
for details]
- 2.4 Final Formation: Each coach may now shift
the placement of the players on their respective displays - the offensive
coach first, and then the defensive coach within certain limitations [see
Shift/Motion rules in 3.1.3 and 3.2.4]
- 2.5 Play Revelation & Resolution: Both coaches
reveal their choices as made in 2.3, The defensive coach
reveals first, then the offense. If a double or triple coverage is in effect,
the defensive coach must announce the fact and indicate the players involved
[see 8.3.1.7.1, 7.2.2.2 and 7.2.2.3]
before the offensive coach reveals. The results of the play are then resolved
through the use of Fast Action Cards as described below [see section 8.0]
- 2.6 Time Elapsed: The amount of time expended
by the play is noted on the scorepad. In several instances the offensive
coach may decide the amount of time expended. He may also indicate that
a special strategy such as the "two-minute offense" is in effect.
Either team may take a time-out if they have any remaining
Abbreviations
Throughout this rulebook, the following abbreviations are used to facilitate
play
- BK: Back/Backfield Position
- BV: Blocking Value
- CN: Offensive Center
- ER: End-Around: running play
- FAC: Fast Action Card
- FC: Fair Catch
- FL: Flanker
- FS: Free Safety
- ILB: Inside Linebacker
- IL/IR: Inside Left/Right: running play
- ILLB/IRLB: Inside Left/Right Linebacker
- KR: Kick Returner
- LCB/RCB: Left/Right Cornerback
- LE/RE: Left End/Right End
- LG: Long Gain
- LP: Long Pass
- LG/RG: Left/Right Guard or Long Gain [LG]
- LLB/RLB: Left/Right Linebacker
- LT/RT: Left/Right Tackle
- MLB: Middle Linebacker
- NT: Nose Tackle
- OLB: Outside Linebacker
- PN: Pass Number [FAC]
- PR: Punt Returner
- QB: Quarterback
- QK: Quick Pass
- RN: Run Number [FAC]
- SC: Screen Pass
- SG: Short Gain
- SH: Short Pass
- SL/SR: Sweep Left/Right: running play
- SS: Strong Safety
- TE: Tight End
- TV: Tackle Value
Each coach receives two 'displays' - one defensive and one offensive - on
which their squads on the field are represented. Eleven player cards may be
put on each display
- 3.1 Offensive Displays: The Offensive Display
consists of the Line and the Backfield. Players mus be assigned within these
positions as follows:
- 3.1.1 Line: A player must maintain five
linemen on the offensive display. These must include a Center, two Guards
and two Tackles. In addition, two other players must be indicated as
ends, one left and one right. These latter may consist of any Tight
End, Wide Receiver or Running Back. Only one player card may be assigned
to each box on the display.
- 3.1.2 Backfield: One Quarterback must be
on the display at all times. There may be from one to three Backs in
the game [BK#1,BK#2 and/or BK#3]. The coach may fill out all the remaining
available positions by using receivers or backs as Flankers [FL#1 and
FL#2]. Note that only one player may be assigned per box on the Offensive
Display
- 3.1.3 Shift/Motion: After both coaches have
set their displays, all members of the Backfield - except the Quarterback
- and all Ends may be Shifted [pu in motion] to any other position within
the restrictions listed above
- 3.2 Defensive Displays: The Defensive Display
consists of 15 boxes, subdivided into three rows of five boxes each. Row
1 is the Defensive Line, Row 2 is the Linebacker area and Row 3 contains
the Secondary
- 3.2.1 Row 1: At least three and as many
as ten player cards may be placed in Row 1. Zero, one or two players
may be placed in each box. Only ends, tackles, guards and linebackers
can occupy these boxes. They are labelled A,B,C,D and E
- 3.2.2 Row 2: From zero to five players may
be placed in this row 2, all of which must be linebackers. Only one
player may be placed per box on the display. The boxes are labelled
F,G,H,I and J
- 3.2.3 Row 3: From zero to six players may
be placed in Row 3, all of whom must be Defensive Backs [Cornerbacks
or Safeties]. These boxes are labelled K,L,M,N and O. Only one player
card may be placed in each box - except box L which can contain up to
two. In general, Cornerbacks are placed in boxes K and O, the Free Safety
in box M and the Strong Saftey in box N. Defensive backs may be placed
in box L, but only if the other four boxes are already occupied.
- 3.2.4 Shift/Motion: The defensive coach
may change the arrangement of his players [subject to the restrictions
above] before both coaches reveal their play selections. Defensive shifts
take place after offensive shifts.
Each team in the NFL is represented by a set of cards:
- 4.1 Team Cards: There are two 'title' cards
for each team. One shows the year of the card set, the team name, its conference
and division and that year's record. The second gives the usual starting
lineup for the team and several other special values which apply to the
team as a whole
- 4.2 Offensive Player Cards
- 4.2.1 Quarterback Card: Besides the player's
name, these give the Completion, Incompletion and Interception ranges
for Passing [Quick, Short and Long], his Rushing Values [Normal, Short
Gain and Long Gain], and Pass Rush results. The letter designator after
the name is used for the Endurance [4.5 below]
- 4.2.2 Back, Receiver and End Cards: These
cards give the Rushing [Normal, Short Gain and Long Gain], Passing [Quick,
Short and Long] and Blocking Value for the named player. If a particular
column is left blank, that player may not be assigned to perform that
operation. Again, the number after the name is used to determine his
Endurance [4.5]. If a pass is directed to a player
who does not have pass values, the play is considered to result in an
incompletion
- 4.2.3 Offensive Line Cards: These cards
each contain - besides the player's name - the Blocking and Pass Blocking
values of that single offensive lineman
- 4.3 Defensive Player Cards
- 4.3.1 Defensive Back Cards: These contain
the Pass Rush, Pass Defense and Interception values for each member
of the defensive secondary
- 4.3.2 Linebacker Cards: These cards contain
the Tackle, Pass Rush, Pass Defense and Interception values for each
linebacker
- 4.3.3 Defensive Line Cards: These cards
contain the Tackle and Pass Rush values for each defensive lineman
- 4.4 Special Teams Cards
- 4.4.1 Kickoff Return Card: This card gives
the names of the team's players who return kickoffs and the amount of
yardage they may gain [return based on Run Numbers]
- 4.4.2 Punt Return Card: This card gives
the names of the team's players who return punts and the amount of yardage
they may gain [return based on Run Numbers]
- 4.4.3 Placekicker Cards: These cards give
the odds for successful Field Goals and Extra Points [based on Pass
Numbers]
- 4.4.4 Punter Cards: Along with the name,
these cards give the distances for punts [based on Run Numbers]
- 4.5 Quarterback Endurance: All Quarterbacks have
a letter designator after their name. These are their Endurance factors.
These letters have the following meanings
- 4.5.1 "A": The player must
start and play quarterback for the entire game unless injured [if
a team does not have a remaining quarterback, the quarterback may not
be injured]. If a team possesses two quarterbacks rated "A",
either may start and be freely substituted by the coach. The only time
an A-rated QB can be removed from the game - other than for injury -
is when his team has more than a 20 point lead in the 4th quarter
- 4.5.2 "B": This type of player
may only enter the game if another player indicated on the team's starting
lineup has suffered an injury [and may not remain in the game after
the injury to the A-rated player has expired], or the team is ahead
by more than 20 points in the 4th quarter
- 4.5.3 "C": Similarly, a C-rated
player may only be substituted for a B-rated player as above
- 4.6 Play Direction: All backs and receivers have
a number designator after theirname. These numbers indicate the number of
consecutive plays which may be directed at them. If a FAC redirects a pass
to a receiver, ignore the endurance values for that play and resolve the
play as normal. However, this still counts as an "immediately preceding
play" for the next down. These numbers have the following meanings
- 4.6.1 "0": This type of player
may have an unlimited number of plays directed at him per game
- 4.6.2 "1": This type of player
may have a play directed at him only if the immediate preceeding
play was not directed at him. [An immediate preceding play is defined
as any that involved the flipping of a FAC]
- 4.6.3 "2": This player may not
have a play directed at him if either of the two immediate preceeding
plays were directed at him. Resolution is as for the 1-rating above
- 4.6.4 "3": This type of player
may have a play directed at him only once during the team's current
possession
- 4.6.5 "4": This type of player
may have a play directed at him only once during a quarter
There are 109 Fast Action Cards [FAC] in the game. Thirteen of these are
special "Z-cards": the other 96 are "normal" cards
- 5.1 Use of Deck: Before the start of play, the
FAC deck should be shuffled thoroughly and placed face down near the board
showing the football field. Then as each play is undertaken, the coaches
will flip the top-most card, revealing its information. Once card is used
for each distinct reading or result. After the information on this
card is used, it is placed in the discard pile. This process continues until
after the shuffled deck is used, after which all the cards are reshuffled
and the process is repeated
- 5.2 Contents of Card:
- 5.2.1 If a card has only a "Z", a penalty
or injury may occur, with some restrictions [see 8.8]
- 5.2.2 Run Number: The Run Number [RN] is
a value from 1 to 12 and is used when resolving a running play or any
other result which requires a RN
- 5.2.3 Pas Number: The Pass Number [PN] is
a value from 1 to 48 and is used when resolving a passing play or any
other result which requires a PN
- 5.2.4 Play Directive: Every FAC contains
a play directive for each offensive play call and Z-card. When resolving
a play, the appropriate "directive" of the FAC flipped will
tell the coaches how to begin to determine the result of the current
play
- 5.2.5 Solitaire: These results apply to
the choices available when using the Solitaire Rules [see below]
A number of Tables, found on the back cover of the rulebook are used to resolved
various aspects of the game for which the FAC do not serve, as indicated below.
Please refer to the end of this document for the actual Charts
- 6.1 Time Table: This table
gives the time taken for each play. It is broken into four different sections.
The "maximum" and "minimum" columns indicate the most
and least amounts of time the offensive coach may allocate to a play under
ordinary conditions. That coach may choose any amount of time [in 5 second
increments] between those listed. The time listed under the "Final
Minutes" column is that used in the last two minutes of the first half
and the last five minutes of the second half [9.4] The
time listed under the "Two Minute Offense" is used if the offensive
coach has selected to operate in that mode [9.4.1]
- 6.2 Injury Table: This table
gives the number of plays [or games] that must be missed by a player due
to injury
- 6.3 Penalty Table: This table
gives the effect of penalties caused by a Z-card
- 6.4 Kickoff Table: This table
is used for all teams to resolve return yardage on any kickoff
- 6.5 Run Number Table: This
table gives all modifiers to be applied to a running play based on the offensive
and defensive calls
- 6.6 Pass Defense Table: This
table gives all modifiers to the pass or run results based on the offensive
and defensive calls
- 6.7 Interception Table: This
table determines the specific defensive player who intercepted a pass if
an interception is generated from the Quarterback's card.
- 6.8 Interception Return Table:
This table determines the return yardage for all interceptions
- 6.9 Big Play Table: This table
lists the results for Big Play Defenses [8.4]
- 6.10 Fake Kick Tables: This
table is used to resolve all fake punts and field goals [11.6]
Each coach has a set of "Strategy" cards. These are used to define
the offensive plays and players, or the defensive strategy. These cards are
chosen before the play is resolved and revealed after each coach has made
any shifts to his final formation.
- 7.1 Offensive Cards: The offensive coach has
three different types of cards. One of each of these types is secretly selected
for each play
- 7.1.1 Play Selection Cards: These cards
indicate the nine plays available to the offensive coach. They are:
- Running, Inside Right [IR]
- Running, Inside Left [IL]
- Running, Sweep Right [IR]
- Running, Sweep Left [IL]
- Running, End Around [ER] - may only be called when an on display
receiver has a rushing column
- Screen Pass [SC] - may not be called within own 5 yard line
- Quick Pass [QK]
- Short Pass [SH]
- Long Pass [LG] - may not be called within the opponent's 20 yard
line
- 7.1.2 Offensive Strategy Cards: These cards
include the Quarterback Flop, Quarterback Sneak, Draw Play, Play Action
and No Strategy. Note that the coach is not required to have
a strategy card - in which case "No Strategy" is assumed to
have been selected
- 7.1.2.1 "No Strategy": This
card is used as a decoy: if selected, it will have no effect on
the resolution of the play
- 7.1.2.2 "Quarterback Flop": This
may only be selected with an Inside Run to the Quarterback. It automatically
results in a loss of one yard. No FAC are flipped and no fumble
is possible
- 7.1.2.3 "Quarterback Sneak":
This play may only be selected with an Inside Run to the Quarterback.
A single FAC is flipped. If the PN is even, the play gains one yard:
if the PN is odd, the play goes for no gain. If the turn of the
first FAC yields a Z-card, flip another card to resolve the Sneak
and then determine the meaning of the Z-card normally
- 7.1.2.4 "Draw Play": This
strategy may only be called with an Inside Run to any Back [including
the Quarterback]. If a Prevent Defense is in effect, subtract 2
from the RN when resolving the Run. Subtract 4 against a Pass or
Pass Blitz defense. Add 2 to the RN if any Run Defense is in effect.
These modifiers are in addition to the normal RN modifiers called
for each particular defense.
- 7.1.2.5 "Play Action": This
card may only be played with a Short or Long Pass. If any Run Defense
is in effect, add 5 to the QB's completion range. If a Pass Defense
has been called, subtract 5. If a Prevent Defense has been called,
subtract 10
- 7.1.3 Offense Player Involved: These cards
list the player to whom the play was keyed. The players are Quarterback,
Back#1,Back#2, Back#3, Flanker#1, Flanker#2, Left End and Right End.
Each offensive play must make use of players on the offensive display.
When a running play is chosen, the ball carrier must be indicated by
the secret selection. When a pass is chosen as the play, the intended
receiver must be named. The player selected must be available for the
current play as per the Endurance Rules [4.6]
- 7.2 Defensive Cards: The defensive coach has
two types of cards. One of each of these types is secretly selected for
each play
- 7.2.1 Defense Selection Cards: These cards
indicate the seven defensive selections available to the defensive coach.
They include:
- Run Defense - Key Back 1
- Run Defense - Key Back 2
- Run Defense - Key Back 3
- Run Defense - No Key
- Pass Defense
- Prevent Defense
- Pass Blitz Defense [see 8.3.8 and 8.3.6.1
below]
- 7.2.2 Defense Strategy Cards: These cards
provide for either Double or Triple coverage on a specific player [to
be named] or No Strategy. Note that the coach is not required to have
a Strategy Card, in which case "No Strategy" is assumed to
have been selected.
- 7.2.2.1 "No Strategy": This
card is used as a decoy
- 7.2.2.2 "Double Coverage": This
card may only be used if a Pass or Prevent Defense is in effect
and a) four players occupy each of Row 2 and Row 3 or
b) three players occupy Row 2 and five players occupy Row 3.
When revealing a double coverage call, the defensive coach must
specify which receiver positions it is being applied against [LE,RE,FL#1,FL#2,BK#1,BK#2,BK#3]
and which player[s] will be involved in the double coverage aloud
before the offensive coach reveals his play. If a receiver
to which a pass has been thrown is Double Covered, ignore the Pass
Defense value of the normal defender. Instead, he is automatically
considered with a combined defense of -7 [ie subtract 7 from the
QBs normal completion range] regardless of the printed values of
the defenders.
- 7.2.2.3 "Triple Coverage": This
card may only be used if a Pass or Prevent Defense is in effect
and two players occupy Row 2 and six players occupy Row 3
[3-2-6 formation]. When revealing a Triple Coverage call, the defensive
coach must specify which receiver positions it is being applied
against [LE,RE,FL#1,FL#2,BK#1,BK#2,BK#3] and which player[s] will
be involved in the triple coverage aloud before the offensive
coach reveals his play. If a receiver to which a pass has been thrown
is Triple Covered, ignore the Pass Defense value of the normal defender.
Instead, he is automatically considered with a combined defense
of -15 [ie subtract 15 from the QBs normal completion range] regardless
of the printed values of the defenders. At the defender's option,
this card may be used for Double Coverage on two opposing receivers,
applying the same rules as in 7.2.2.2 to each receiver.
- 7.2.2.4 "Multiple Coverage":
Where possible, the defensive coach may use any number of Double
and Triple coverages on a single play subject to the limitations
discussed above.
- 7.2.2.5 "Big Plays": See
section 8.4 for the resolution of Big Plays.
This section gives the methods used to resolve plays
- 8.1 Kickoffs: A kickoff starts each half and
follows each score. To kick off, flip a FAC and refer to its RN. Consult
Column A of the Kickoff Table (in some cases, this will refer the player
to Column B). The result indicates where the kick will land and who will
return it. A new FAC is then flipped. Look at its RN and apply the result
to the proper return man's column as indicated on his team's Kickoff Return
Card. This indicates the return yardage, marked from the spot the ball lands
(as determined by the first FAC)
- 8.1.1 Asterisks *: If the result is followed
by an asterisk [*], a new FAC is flipped and a RN of 1 or 2 means that
the asterisked result at the bottom of the original card is used. A
new number of 3-12 means that the original number is used.
- 8.1.2 Fumbles: An "f" after a
result means that the return is followed by a fumble at its conclusion.
[see section 8.8.5 below]
- 8.1.3 Onside Kickoff: The kicking team may
declare than any kick is "On-Side". In this case, flip a FAC
and refer to is PN. Numbers 1-11 indicate that the kicking team has
recovered the ball. All other numbers give the ball to the receiving
team. Possession is taken at the 50 yard line with no return
- 8.1.4 After Safeties: Kickoffs performed
after a safety must add 15 yards to the spot the kick would land. Kicks
which would have been touchbacks are considered fielded at the 15 yard
line. Note that most kicks following safeties are punts rather than
placekicks but the results from the regular kickoffs are used since
they are more reflective of what could be expected.
- 8.1.5 Penalties: Offside penalties generated
by Z-cards on kickoffs are resolved by adding or subtracting 5 yards
from the landing point of the next kick [assuming the penalty was taken
rather than the result]
- 8.2 Running Plays: The following procedures are
used if the offensive coach has selected a running play
- 8.2.1 Play Direction: To begin the resolution
of a running play,a FAC is flipped and the appropriate section under
"Runs" is checked. This will direct the run to either: a)
offensive blockers, b) defensive boxes or c) offensive players vs defensive
boxes
- 8.2.2 Defense Modification: The next FAC
is flipped and its RN is checked. This number may be modified by the
Run Number Modifiers Table. There is no modification to the RN if a
Pass, Prevent or Blitz defense has been called. However, if a Run Defense
has been called, and the back carrying the ball has been keyed, 4 is
added to the RN. If a Run defense with no key has been called, 2 is
added to the RN. If a Run Defense has been called with but the wrong
back has been keyed, the RN is not modified. If the running play selected
was a Draw Play [7.1.2.4] an additional 2 is added
to the RN for Run defenses, or 2 is subtracted for a Prevent defense,
or 4 for a Pass or Blitz defense. The RN may never be less than 1 or
greater than 12, regardless of modification
- 8.2.3 Yardage Gained: The modified run number
is now applied to the Normal Rush Column [N] of the player card of the
back who is carrying the ball. This will show a result in yards gained
or lost. The yardage gained is further modified by the player[s] or
box[es] to which the play was directed in 8.2.1
[note that when adding a negative number, you are subtracting from the
yardage]
- 8.2.3.1 Offensive Player: If, in 8.2.1,
the run was directed to an offensive player, the Blocking Value
of this player is added to the yardage result
- 8.2.3.2 Defensive Box: If, in 8.2.1,
the run was directed at a defensive box[es], the Tackle Value of
any player[s] occupying the box[es] on the display is added to the
yardage result. If the play is directed at a defensive box which
is unoccupied, add 2 yards to the result. If a play was directed
at 2 defensive boxes, both boxes would need to be empty for the
addition of 2 yards to apply
- 8.2.3.3 Offense vs Defense: If, in
8.2.1, the run was directed to an offensive
player versus a defensive box, add the Blocking Value of the offensive
player to the Tackling Value of the defensive player. If the result
is 0, neither player's value comes into play. If the result is positive
[in the favour of the blocker], use only the Blocking Value
to modify the yardage. If the result is negative [the defender has
won the matchup], use only the Tackling Value to modify the
yardage.
- 8.2.3.4 Multiple Players: If, in 8.2.1,
a play is directed to two offensive players or two defensive boxes,
add the individual Blocking Values of Tackle Values of the inficated
players before modifying the play's yardage as indicated in 8.2.3.1
or 8.2.3.2 If the FAC calls for an offensive
player versus a defensive box that is empty, do not award the two
yard bonus: instead, simply add that offensive player's Blocking
Value to the yardage. Finally, if the play is directed at a defensive
box that is occupied by two players, treat that box as if it were
occupied by a single player with a Tackle Value of "Minus 4"
- 8.2.4 Short Gain: If the RN result is 1
and the rusher has a Short Gain [SG] column, listed in this row, flip
a new FAC to obtain a new RN to resolve the short gain. Use the new
RN, cross-indexed under the SG column to determined the yardage gained
[adjusted as described above]. Some player cards may not have this column
in which case the number under "N" is used.
- 8.2.5 Long Gain: If the first FAC drawn
contains a result of "Break" then a Long Gain is indicated.
Flip a new FAC and use that RN value under the "LG" column
to determine the result of the long gain. If a player does not have
a "LG" column, use the next highest column [SG or N]
- 8.2.6 End Around Play: The offensive coach
may call and End-Around [or Reverse] play only if a Tight End
or Wide Receiver currently on the Display has a rushing column. A particular
player may only have one End-Around play directed at him during the
game. To resolve this play, consult the "ER" result on the
first FAC flipped. The result will either be "OK" or a negative
number. If the negative number result comes up, that amount of yardage
is lost automatically and no further resolution is necessary. If "OK"
appears, the play is resolved by obtaining a new FAC and locating the
RN under the "N" column.If RN of 1 comes up, a Short Gain
is indicated. This is resolved as in Rule 8.2.4
unless the new RN is 1 or 12, in which case a long gain is indicated
which is resolved with yet another RN per 8.2.5
[Receivers are the only ball carrier that can get long gains without
a "Break" result]
- 8.2.7 Maximum Loss: The maximum loss for
any Inside Run is 3 yards. Other types of runs have no such limitations.
- 8.2.8 Blocking Backs: Some FAC may direct
the run to a back [BK] rather than a lineman or defensive box. This
means that the back who is not carrying the ball uses his Blocking Value
to add or subtract yardage from the play as in 8.2.3.1.
If there is no other back on the display,no modification is made. If
there are two other backs in addition to the ball carrier, both Blocking
Values are added to the yardage result.
- Example of a Run: An Inside Left Run, against a Run Defense
with No Key, draws a result of B+G by the "IL" entry under
"Runs" on the first FAC [8.2.1]. The next
FAC is flipped and 2 is added due to there being "No Key",
to the RN [8.2.2] which results in a gain of 1 yard
from the ball carriers player card. However, in Box B is a tackle with
Tackle Values of -2 and Box G contains a Linebacker with Tackle Value
of +1, so the total yardage on the play is 1,-2 for Box B, plus + for
Box G and a final total of 0 yards. If both boxes had been unoccupied,
the final yardage would have been 3 yards [2 yards added to run if def
boxes referred to are all empty]. If the linebacker had moved into Box
B prior to the play, the result would have been -3 yards [2 def players
in a single box counts as a total TV of -4 regardless of printed values].
If the first FAC had instead stated "LG vs B", the BV of the
left guard [+3 for example] would be added to the TV of the tackle in
Box B. The result is a +ve number [+3 + (-2) = +1], so the BV of the
guard is added to the yardage [8.2.3.4] giving
a final result of 4 yards.
- 8.3 Passing Plays: The following procedures are
used if the offensive coach has selected a Passing Play [Note that the Screen
Pass is resolved somewhat differently than the Quick, Short and Long Passes,
see 8.3.7 below]
- 8.3.1 Receiver: To begin the resolution
of a passing play, flip the next FAC in the deck and consult the "ALL"
portion of the Pass section. If the word "ORIG" appears, the
pass has been directed to the receiver called for by the offensive coach.
If "Pass Rush" occurs, see section 8.3.6 below. If an abbreviation
for an offensive position appears, the original receiver was covered
and the pass is now directed to the player designated. If there is no
player at the position so designated, the pass is considered to fall
incomplete.
- 8.3.2 Completion Range: The next FAC is
flipped and its PN is checked against the Quarterback's passing column
by the type of pass attempted [Quick, Short or Long]. For all non-Screen
passes, each quarterback has a completion range. This is a range of
PNs for each type of pass. The possible results are Complete "COM",
Incomplete "INC", or Intercepted "INT". These PN
ranges are modified by the defense currently in effect and by the Pass
Defense value of any defensive players guarding the receiver [as determined
by 8.3.1]
- 8.3.2.1 Defense: Consult the Pass Defense
Table to determine the effect of each type of defense on the Completion
Range of Quick, Short and Long passes. Note that some defenses increase
in effectiveness inside the defender's 20 yard line [per the Pass
Defense Table]
- 8.3.2.2 Pass Defenders: Defensive players
occupying certain boxes must guard specific receivers during a pass.
Additional defenders may participate in Double or Triple coverage
[7.2.2.2 and 7.2.2.3]
if one of those defensive strategies is in effect. Blitzing players
are not considered to be in their boxes and therefore cannot
participate in guarding any receivers. Pass defense alignments
are as follows
- RE is guarded by Box N
- LE is guarded by Box K
- FL#1 is guarded by Box O
- FL#2 is guarded by Box M
- BK#1 is guarded by Box F
- BK#2 is guarded by Box J
- BK#3 is guarded by Box H
- 8.3.2.3 Pass Defense Values: When a
pass is being resolved, add or subtract the Pass Defense Values
of the defender[s] guarding the receiver to which the pass is being
directed. If the box is empty, add 5 to the quarterback's Completion
ranges. Numbers which were added to the Completion range are subtracted
from the Incompletion range. The interception range is not affected.
As an example, a QB has "Com: 1-25, Inc: 26-47, Int: 48".
If the total PN modification is -3, the new values are "Com:
1-22, Inc: 23-47, Int: 48"
- 8.3.3 Complete Passes: If a PN falls within
the Completion range of the QB, the pass is caught by the receiver.
A new FAC is turned and the RN is checked versus the Passing column
of the receivers card under the type of pass thrown [Q/S/L]. This will
yield a value which is the number of yards gained on the play. If the
receiver's card does not contain a number under this column, the pass
is incomplete. A result of "L" on the 1st rwo for Quick and
Short passes indicates a long gain: flip another FAC and use the new
RN to determine the yardage under the LG column
- 8.3.3.1 Long Gains: In the last two
minutes of the game, any long passes completed to a Wide
Receiver or Flanker which results in a RN of 1 is a touchdown
- 8.3.4 Incomplete Passes: If the PN falls
within the QB's incompletion range, the play is over at this point [although
still with a chance for interception due to coverage, see 8.3.5.1
below]
- 8.3.5 Interceptions: If a PN falls within
the QB's Interception range, the pass is intercepted by the defending
player. Consult the Interception Table to determine which defensive
player intercepts the pass by flipping a new FAC and using the RN
- 8.3.5.1 Coverage Interception: If a
PN falls within the Incompletion range for a QB, the pass may still
be intercepted if the PN is within the Interception Rating of the
defensive player who was guarding the receiver. If Double or Triple
coverage is in effect, any applicable defender may be used. The
defender may make the choice of interceptors if more than one is
possible.
- 8.3.5.2 Interception - 48?: Many defensive
players possess an Interception Rating of "48?" signifying
that he may or may not intercept the pass. Flip a new FAC. If the
PN is even, the interception has been made: if odd, the pass is
incomplete.
- 8.3.5.3 Point of Interception: Before
the interception is returned, the point of interception must be
determined. Flip a new FAC and refer to its RN to obtain the yardage
past the line of scrimmage where the pass has to be stolen
- Screen Pass: RN - 6 yards
- Quick Pass: RN
- Short Pass: RN times 2
- Long Pass: RN times 4
- If the point of interception is on the goal line of in the end
zone, no return occurs and the result is a touchback, otherwise
the interception will be returned.
- 8.3.5.4 Interception Return: Consult
the Interception Return table by the type of interceptor and flip
a new FAC using its RN to determine the yardage of the return from
the point of interception.
- 8.3.6 Pass Rushes: If a Pass Rush is indicated
by the first FAC, ignore the normal pass resolution and use the following
procedure.
- 8.3.6.1 Pass Rush Values: The defensive
coach adds up the Pass Rush values of all players in Row
1. If a blitz strategy card [7.2.1] is in effect,
all blitzing players have their Pass Rush values added to
this total as well. The offensive coach adds up the Pass Blocking
values of all five interior linemen [what happened to Blocking Backs
being used to add 2 to the Pass Block total?]
- 8.3.6.2 Sack Range: These two sums
are compared. If the defensive sum is greater, the difference between
the two is multiplied by two and added to the QB's sack range under
the Pass Rush section of his card. If the offensive sum is greater,
the difference is multiplied by two and subtracted from the Sack
Range. Note that this number affects the Runs range in the opposite
manner. The Completion and Incompletion Ranges are not modified.
- 8.3.6.3 Pass Rush Check: A new FAC
is flipped and the PN is applied to the modified Pass Rush Values
on the QBs card. The results may be Sack, Runs, Complete or Incomplete.
- 8.3.6.3.1 Sack: If the QB is sacked,
flip a new FAC and refer to the PN. Divide this number by three
[round fractions down] to determine the number of yards lost
on the play
- 8.3.6.3.2 Runs: A new FAC is flipped
and the QB's rushing column is checked the find the distance
gained. Use the "N" column and resolve like a normal
run with no modifications
- 8.3.6.3.3 Complete: The pass is
complete to the intended receiver. Resolve as above
- 8.3.6.3.4 Incomplete: The pass
is incomplete - unless the PN falls within the intercept range
of the player guarding the intended receiver. In this caes,
resolve the interception system as above
- 8.3.7 Screen Passes: A screen pass must
be directed towards a back [not a tight end or wide receiver]. A special
procedure is used to resolve this play. Flip a FAC and refer to the
"SC" section under passes. The result will be "INC"
[Incomplete], "COM" [Complete] or "INT" [Intercepted].
The quarterback's card is not consulted.
- 8.3.7.1 Incomplete: The play ends here
- 8.3.7.2 Complete: Flip a new FAC and
consult the Rushing "N" column of the back to whom the
pass has been thrown. The yardage is calculated the same as for
a run. Blocking and Tackling values are not used, but the defense
which was in effect may affect the yardage gained. Consult the Pass
Defense Table for this modification. Further, some of the COM results
on the original FAC will have certain mulitipliers [3,2 or ½],
these are applied to the modified yardage to give the final result
[round fractions up]
- 8.3.7.3 Interception: If the pass is
intercepted, consult the Interception Table [8.3.5]
to determine who intercepts the pass and use the Interception Return
Table to determine the yardage gained from the point of interception
[8.3.5.3]. Coverage interceptions [8.3.5.1]
are not allowed
- 8.3.8 Blitz: If a blitz defense selection
card [7.2.1] is in effect, and a Long or Short pass
has been called, a Pass Rush [8.3.6] automatically
occurs. Quick and Screen passes are resolved normally
- 8.3.9 Restrictions to Passing:
- 8.3.9.1 Long Passes: No long passes
may be attempted when the line of scrimmage is inside the 20 yard
line of the defender
- 8.3.9.2 Long Yardage Passes: Complete
passes whose yardage is into or out of the end zone are considered
touchdowns
- 8.3.9.3 Double Flankers: If two flankers
are in the game at the same time, one if FL#1 and the other FL#2.
Passes directed at a flanker always go to FL#1 and passes directed
to a "running back" position which is not in the game
go to FL#2
- Example of Pass: A Quick Pass to the LE is called by the
offensive coach. The QB's completion range is "1-35" for
Quick Passes. A "Pass" defense is in effect. The first
FAC is flipped and under "ALL" it states "RE",
The pass will go to the right end. Covering the right end is the
defensive strong safety [Pass Defense -4]. From the Pass Defense
Table, 10 must be subtracted from the Completion range for a Quick
Pass. this makes a total subtraction of -14. The new completion
range is 1-21. IF the next FAC is 20, the pass is complete. A third
FAC is flipped and the RN is used under the passing "Q"
column on the RE's card to determine the yardage gained.
- 8.4 Big Plays: NFL teams have a tendency to come
up with a Big Play defense. Each team lineup card lists the number of big
plays each team may use in a game depending on whether it is the Home or
Away team. When a team wishes to emply one of its big plays, the fact is
stated before beginning to resolve the play. The next FAC is flipped and
the RN is applied to the Big Play Table [6.9]. If the
result is "Card Fails", the play is resolved normally. Only one
big play may be called per possession.
- 8.5 Punts: If the offensive coach wishes to punt,
this fact must be stated aloud before the Offensive/Defensive choice of
cards [2.3]. A FAC is flipped and its RN referred to.
This number indicates the yardage of the punt and instructions for its return.
"FC" means that a Fair Catch has been made and there is no return.
"PR1" to "PR4" indicates the return man who will run
back the punt. To make this return, flip a new FAC and refer to its RN.
This number is applied to the proper column of the Punt Return Card, the
result indicating the return yardage.
- 8.5.1 Asterisks and Fumbles: Asterisked
results and values followed by a "f" are resolved in the same
manner as for kickoffs [in 8.1.1 and 8.1.2
above]
- 8.5.2 Penalties: If a penalty occurs due
to a result on the punter's card, ,flip a new FAC and refer to its RN.
An even numbered result indicates a five yard movement penalty against
the kicking team and an odd-numbered result indicates a five yard offsides
penalty against the return team. These penalties are automatic and cannot
be refused. The punt is then restaged [following the same format] unless
a defensive penalty gives the offense a first down.
- 8.5.3 Delay of Game: The kicking team can
request a delay of game penalty. This penalty is five yards, and the
receiving team has the option of accepting or declining. If this option
is exercised, the preceeding play's time must have been the maximum
possible [see the Time Table 6.1]
- 8.5.4 Punt #12: When a RN "12"
appears on the punter's card, it always signifies that a new FAC must
be flipped and that this new RN will apply to the "See Below"
result of the original card. This result will be either a
blocked kick which is recovered by the defense [8.5.5]
or a penalty [8.5.2]
- 8.5.5 Blocked Punt: If a punt is blocked,
draw a new FAC and multiply the resulting Rn by five. This is the distance
of the return from the original line of scrimmage.
- 8.5.6 Coffin Corner Punts: The punter may
state before drawing the FAC that any punt is a "Coffin Corner"
attempt. This means that the punting coach must state a number of yards
[at least 10 and no more than 25] that is to be deducted automatically
from the punt's yardage. The pre-stated yardage deduction must be applied
no matter what the result. If the RN resolving the punt is odd, the
punt goes out of bounds and no return is possible. If the number is
even, a punt is returned normally - unless a fair catch results. Any
non-coffin corner punt which lands inside the opponents six yard line
is considered to have rolled into the endzone for a touchback.
- 8.5.7 All-Out Rush: On any punt, the defense
may state that it is attempting an "All-Out Punt Rush". Such
a punt is resolved normally, except for results on the punter's card
of RN "12". If a "12" is revealed, flip a new FAC
and obtain a new RN. Numbers 1-4 indicate that the punt is blocked [8.5.5].
Numbers 5-9 indicate that the kick has been hurried and the yardage
from RN "11" is used. A result of 10-12 gives a "Roughing
the Kicker" penalty (15 yards and a first down). However, the maximum
return on any punt with an All-out rush is three yards
- 8.6 Field Goals / Extra Points
- 8.6.1 Field Goal: The offense may attempt
a field goal on any down if the ball is within 38 yards of the opponent's
goal. The kicking coach flips over a FAC and refers to its PN. Apply
this number to the Placekicker card next to the proper distance in order
to see if the kick is good or missed. [Only the "Good" range
is listed on the card] . To determine the distance of the kick, add
17 yards to the line of scrimmage. Subtract two from the kicker's highest
Good Range [46-50] for each yard over 50 of the attempt. The maximum
distance is 60 yards. After an unsuccessful attempt, the opposing team
takes over the ball at the line of scrimmage if it was greater than
the 20 yard line, or at the 20 yard line if not. If the PN is "48"
the kick has been blocked and is returned for a touchdown by the defender.
If the kick is attempted from a distance of greater than 50 yards, this
number is "47" or "48"
- 8.6.2 Extra Point: After a touchdown, the
scoring coach flips a FAC and checks its PN. The number is applied to
the placekicker card in order to see if the kick is good [for 1 point]
or is missed
8.7 No-Huddle Offense: If a team indicates that
it is using a "No-Huddle" offense, substitutions may be made by
the defensive coach only if the offense elects to substitute [during
2.1]. These restrictions are lifted at any time the clock
is stopped for any reason [penalty, time-out etc] Note that the clock is
not stopped for out of bounds and incomplete passes except in the final
minutes. [?]
- 8.8 Z-Cards: Thirteen cards in the Fast Action
Deck are termed "Z-Cards". These cards initiate special events
[such as fumbles, penalties and injuries]
- 8.8.1 Occurrences: Z-cards are only applicable
if they are revealed during the first three FACs that are flipped
in order to resolve any play. That is, a Z-card is ignored [and a new
FAC is flipped] after the third FAC has been turned to resolve a play.
Z-cards are also ignored during on-side kicks, extra points and fumble
recovery determination. A maximum of one Z-card can be resolved
for each play. Any extra Z-cards drawn after the first on a given play
are ignored: instead, simply turn over a new FAC
- 8.8.2 Application: When a Z-card is applicable
to the play, finish resolving the play normally - then determine the
meaning of the Z-card by flipping a new FAC and reading the section
labelled "Z Results". Z-cards drawn during this resolution
are also ignored.
- 8.8.3 Penalties: [PEN] If a penalty is
called for, the category of that penalty must be determined. A #1 applies
to all running plays, quick passes and screen passes. #2 applies to
short and long passes. #3 applies on field goals and punts and their
returns. #4 applies to kickoffs and their returns. Each type of penalty
is followed by a capital letter and a number. The letter designates
the team the penalty is called against [O = offense, D = defense, K
= kicking, R = Receiving]. and the number indicates the type of penalty
called [Refer to the Penalty Table for this], Most penalties leave the
non-penalised team the option of accepting the play's result or taking
the penalty. a few penalties are labelled "No Option" and
must be accepted. An offensive holding penalty on a pass play
called inside the offensive team's 5 yard line is a safety. All other
penalties which are greater than half the distance to the goal are equal
to half the distance to the goal [fractions rounded down] except for
a pass interference penalty as indicated in the penalty table
- 8.8.4 Injuries: [INJ] If an injury occurs,
the FAC specifies whether it applies to an offensive position or defensive
box. If two defenders occupy the indicated box, a coin toss decided
which one is afflicted. If the offensive position or defensive box is
vacant, no injury occurs. Some injuries are labelled "BC"
which indicates that the player carrying the ball at the time the Z-card
was drawn is the one injured. On a pass play, the "BC" result
is considered to be against the quarterback if it occurs as the 1st
card drawn, and against the receiver otherwise. When an injury occurs,
a new FAC is flipped and its PN is used on the injury table to determine
the duration of the injury. Injuries cannot take place on kicking plays
- 8.8.5 Fumbles: If a fumble occurs, flip
a new FAC and refer to its PN. Apply this value to the fumbling team's
roster card, locating their "Fumble's Lost" heading and adjusting
that number either upward or downward for the opposing team's "Defensive
Fumble Adjustment" value from their roster card.[ As an example,
if the offense has a fumble rating of 1-21 and the defensive team has
an adjustment of +3, the new fumbles lost range is 1-24]. All fumbles
are recovered at the exact spot the play ended. If a fumble[s]
appears on the original Z-card, a fumble is resolved unless the
ball carrier is on the home team, in which case no fumble happens.
8.9 Scoring: Scoring is accomplished as follows
- 8.9.1 Touchdown: A touchdown is scored when
the offensive team achieves a result which places the ball at or past
the opponent's goal lline. A touchdown may not be scored as the result
of a penalty
- 8.9.2 Safety: A safety is scored when the
defensive team achieves a result which places the ball on or behind the
offensive coach's goal line. A safety may also be scored if an offensive
holding penalty is called on a pass play which originates inside the defenses
5 yard line. A kickoff follows a safety as per section 8.1.4
- 8.9.3 Automatic Safety: If the ball is located
within the offensive's 20 yard line, the offensive coach may elect to
take an automatic safety by stating such at the start of the play. This
play uses 10 seconds.
- 8.9.4 Field Goals/Extra Points: These results
are covered under their individual play sections.
A game consists of four quarters, each of 15 minutes duration. Each play
expends a certain number of seconds, which are recorded on the Scorepad. A
pencilled 'X' in a box represents the passage of ten seconds of time, a pencilled
'/' indicates five seconds have elapsed. Consult the Time Table to determine
the applicable expenditure for each play [see 6.1 above]
- 9.1 Out of Bounds: If the last FAC resolving
a play uses the RN and that RN is followed by the letters "OB",
the play ends out of bounds. [Exception: Inside Runs never end up out of
bounds]
- 9.2 Time-Outs: Each coach receives three Time-Outs
per half. These may be used to "stop the clock" and reduce the
time required for a play, as per the Time Chart
- 9.3 Two Minute Warning: An automatic 'Time-Out'
is called after any play which would place the clock on or below the two
minute mark of the first or second half. This play automatically uses the
minimum time required per the Timing Chart
- 9.4 Final Minutes: In the last two minutes of
the first half, and the last five minutes of the second half, each play
which results in an out of bounds play, incomplete pass or penalty on the
defensive team results in a shorter time expenditure as per the Time Chart
- 9.4.1 Two-Minute Offense: An offensive team
may select to use the time expired under the Two-Minute Offense column
at any time during the Final Minutes
- 9.5 Deliberate Grounding: At any time when a
No-Huddle offense [8.7] has been called, the offensive
coach may select to have the Quarterback commit a deliberate grounding of
the ball. This play uses no time but does expend one down. [This should
change the timing of the previous play to be equivalent to a timeout play]
- 9.6 Substitutions: If the offensive coach wishes
to substitute on the next play, at least 30 seconds must be used for any
Run or Pass play which does not otherwise have the clock stopped.
- 9.7 End of Quarter: No play may expend more time
than is necessary to bring a quarter to a close. No half may end with a
defensive penalty. If such a penalty occurs on a play which expends all
remaining time in either half, an additional play is awarded to the offensive
coach. This process may be repeated as long as successive plays end in defensive
penalties. A half can end on any offensive penalty.
- 9.8 Overtime: Games in which the score is tied
at the end of regulation play go to overtime. Kickoff in these extra periods
is determined by another coin toss.
- 9.8.1 Regular Season: Games which are being
played as regular season games will have one extra period played - until
the end of that 15 minutes causes the game to end in a tie or until
one coach scores, immediately ending the game with a win. There are
two Time-Outs allotted in the extra period. This period is played as
if it were the last quarter of the game, with all other timing rules
above applicable
- 9.8.2 Playoff Games: Games which ae considered
to be play-off games are played to conclusion [someone must score to
win the game immediatel]. Each successive half of play is conducted
exactly as the last half of a regular game.
- 6th Edition Design: Jim Burnett
- 6th Edition Development: Rex A. Martin
- Cover: unknown
- Typesetting: Colonial Composition
Optional Rules
Any or all of the following rules may be used upon agreement of both coaches
before the game starts. Note that while adding realism to the game system,
this comes at a cost in simplicity and length of playing time
- O1 Playing Out of Position: Normally, players
must play only in the positions indicated on their cards. This optional
rule alters that. Offensive linemen may play any position on the offensive
line. However, if they play in a position that is not on their card, the
coach must subtract 1 from their Blocking and Pass Blocking values. Defensive
Linemen may play any position in Row 1 without any modification. Cornerbacks
and Safeties may play in any position on Row 3 but if they are not in the
position listed on the team's roster card, subtract 1 from their Pass Defense
values. All Defensive Backs may play in Box L without modification
- O2 Onside Kick Defense: During a kickoff, the
receiving team may state that it is using an Onside Kick Defense. In this
case, the kicking team recovers any attempted onside kick on a PN of 1-7.
Should the kicking team kick off normally, the maximum return is 20 yards.
- O3 Squib Kick: The kicking team may declare any
kickoff to be a squib kick. Resolve such kicks normally, but add 15 yards
to the spot at which the kickoff return begins. In addition, add 1 to the
RN used to resolve the return. [ a '12' remains a '12']
- O4 Extra Pass Blocking: When announcing a pass
play, the offensive coach may state that any or all of his on display backs
are being used as additional blockers. The pass may not be directed at these
blockers [if so directed by a FAC, the pass is incomplete]. If one back
remains in the blocking pattern, add 2 to the QB's completion range. If
two backs are used, add 4. If a Pass Rush [8.3.6] is
in effect, add this number to the Pass Blocking Values of the linemen
- O5 Measurements: At any time a yardage result
is exactly that needed for a first down, a touchdown or a safety, a measurement
occurs. If the next RN is even, the necessary yardage has been attained.
If odd, the ball is just short. This may occur even on a zero gain down
[eg you got exactly to the goal line on a play but a measurement left you
just short, if you then gain 0 yards on the next play, a good measurement
can result in a TD]. Note than any combination of penalties adding up to
the exact yardage needed is a first down, unless there was a non penalty
play in the sequence of downs [exception: Incomplete Pass]. The measurement
may also be used for safeties.
- O6 Fake Kicks: Before any punt or field goal,
the offensive coach may declare that he is staging a "Fake Kick".
This procedure is resolved by flipping the next FAC referring to the RN
and consulting the appropriate column on the Fake Kick Table [6.10].
When using this option, the defensive coach should select a strategy before
each kick. "No Strategy" means he will defend as usual (the coach
is vulnerable to the Fake Kick per the Tables, but a non fake kick is resolved
normally). Any other strategy card means the defensive coach suspects the
fake and is ready. A Fake Kick is resolved with 2 added to the RN [exception:
you must still receive a '12' on the FG to get an interception, the pass
is incomplete otherwise]. If the kick is not a fake, the receiving team
cannot block the kick. Any 'Block' result is resolved again.
Tables & Charts
6.1 Timing Chart [9.0]
* note: It appears these tables are wrong. Incomplete Passes for example
shouldn't take as long as complete passes! Probably these values should have
read 20/10/10/5 ?
| |
Elapsed Time in seconds |
| Plays: |
Max |
Min |
Final Mins [9.4] |
2 Min Off. [9.4.1] |
| |
|
|
|
|
| Run |
45 |
20 |
|
10 |
| Complete Pass |
45 |
20 |
|
10 |
| Incomplete Pass * |
45 |
20 |
10 |
5 |
| Out of Bounds * |
45 |
20 |
10 |
5 |
| Play with Injury * |
45 |
20 |
10 |
5 |
| Play with Penalty * |
45 |
20 |
10 |
5 |
| Play with Touchdown |
10 |
|
|
|
| Play with TimeOut |
10 |
|
|
|
| Punt or Returned Kickoff |
10 |
|
|
|
| Possession Change |
10 |
|
|
|
| Field Goal |
5 |
|
|
|
| Extra Point |
0 |
|
|
|
| Touchback |
0 |
|
|
|
| Movement Penalty |
0 |
|
|
|
| Deliberate Grounding |
0 |
|
|
|
6.2 Injury Table [8.8.4]
In the space of one game, ignore any injuries that affect a position that
has previously lost a starter because of injury. As an example, if the starting
QB is lost for the remainder of the game, his replacement may play for the
remainder of the game injury free. If the loss had been for only one quarter,
however, the starting player would once again be in jeopardy once he returns
to the game. The numbers 44 through 47 indicate that the injured player must
miss this game and the next number of games indicated by the + number. For
example 46 means the player will exit the current game and also miss the next
3 games.
| PN |
Length of Injury |
| |
|
| 1-10 |
Next 2 plays |
| 11-20 |
Next 4 plays |
| 21-30 |
Next 6 plays |
| 31-35 |
Rest of Quarter |
| 36-43 |
Rest of Game |
| 44 |
Rest of Game +1 |
| 45 |
Rest of Game +2 |
| 46 |
Rest of Game +3 |
| 47 |
Rest of Game +4 |
| 48 |
Rest of Season |
6.3 Penalty Table [8.8.3]
| Pen |
Description & Effect |
| |
|
| 1 |
Offside. 5 yards. [Option] |
| 2 |
Movement. 5 yards. [No Option] |
| 3 |
Illegal Procedure. 5 yards. [No Option] |
| 4 |
Motion. 5 yards. [Option] |
| 5 |
Personal Foul. 15 yards. [No Option] if penalty is on
defense, return or kicking team, yardage marked from spot where play ended,
down and play count. [Option] if penalty is on offense, if accepted, yardage
marked off from scrimmage line |
| 6 |
Non flagrant facemask: 5 yards. Same conditions as #5 |
| 7 |
Holding. 10 yards if against Offense [Option], 5 yards
if against defense, automatic 1st down [Option] |
| 8 |
Pass Interference: 15 yards if against Offense, down and
play count [Option]. First down at spot of foul if against defense [Option].
Determine spot of foul in same way as Point of Interception. If in the
end zone, 1st and goal at the 1 yard line |
| 9 |
Personal Foul: 15 yards, same conditions as #5 |
| 10 |
Intentional Grounding: 15 yards, down counts [No Option].
Only applies on incomplete pass, otherwise ignore |
| 11 |
Clipping, 15 yards from spot of foul [No Option]. Determine
spot of foul by drawing new FAC. If RN is odd, spot of foul is at halfway
point of return. If the RN is evenm spot of foul is where return ended. |
| 12 |
Roughing Kicker: 15 yards from original line of scrimmage
- 1st down [Option] |
| 13 |
Running into Kicker: 5 yards from original line of scrimmage
[Option] |
| 14 |
Delay of Game: 5 yards [No Option] |
| 15 |
Kickoff out of Bounds: 5 yards [Option - Offense takes
ball at its own 35]. Perform the kickoff and add 5 yds to the spot where
subsequent return begins. |
6.4 Kickoff Table [8.1]
The designation to the left of the slash indicates the number of the return
man. The number to the right of the slash is the yard line at which the return
begins. GL = Goal Line. Touchback = no return, offense begins from own 20
yard line.
| RN |
Column A |
RN |
Column B |
| |
|
|
|
| 1 |
use Column B |
1 |
KR-1/10 |
| 2 |
KR-1/GL |
2 |
KR-2/11 |
| 3 |
KR-1/1 |
3 |
KR-4/12 |
| 4 |
KR-2/2 |
4 |
KR-2/13 |
| 5 |
KR-1/3 |
5 |
KR-3/14 |
| 6 |
KR-1/4 |
6 |
KR-1/15 |
| 7 |
KR-2/5 |
7 |
KR-1/GL |
| 8 |
KR-2/6 |
8 |
Touchback |
| 9 |
KR-3/7 |
9 |
Touchback |
| 10 |
KR-2/8 |
10 |
Touchback |
| 11 |
Touchback |
11 |
KR-4/GL |
| 12 |
Use Column B |
12 |
KR-4/GL |
6.5 Run Number Modifiers [8.2.2]
Remember that the modifiers for the Draw play are in addition to the normal
modifier on the play [eg. Draw vs Run BC - +6 to RN]. BC = Ball Carrier
| Play |
Run Defense
Key BC |
Run Defense
No Key |
Run Defense
Wrong Key |
Prevent
Defense |
Pass or Blitz
Defense |
| |
|
|
|
|
|
| Runs |
+4 |
+2 |
0 |
0 |
0 |
| Draw |
+2 |
+2 |
+2 |
-2 |
-4 |
6.6 Pass Defense Table [8.3.2.1]
The indicated numbers are modifications to the QBs completion range for that
combination of Pass and Defense. Modifications in parantheses [] apply if
the scrimmage line is within 20 yards of the defense's goal. The asterisked
results on a Screen Pass are not modifications to the Completion range but
are modifiers to the RN of a back who has just caught a screen pass. In the
Screen Pass versus Run Defense, if the back is keyed, add 4 to the RN, if
no key is used add 2, if the wrong key us used, no modification occurs.
| Pass |
Run Defense |
Pass Defense |
Blitz Defense |
Prevent Defense |
| |
|
|
|
|
| Quick |
0[-10] |
-10[-15] |
+10 |
0 |
| Short |
+5[0] |
-5 |
Pass Rush |
-5 |
| Long |
+7 |
0 |
Pass Rush |
-7 |
| Screen |
0/+2/+4 |
0 |
-4* |
-2* |
6.7 Interception Table
When an interception occurs off a QB's card, this table determines which
defensive player intercepts tha ball. The player occupying the indicated box
intercepts. If a box is occupied by two players, either may intercept (choose
the player with the best interception rating of flip a coin if both equal).
If the indicated box is empty, the pass is not intercepted, it is merely incomplete
| RN |
Screen |
Quick |
Short |
Long |
| |
|
|
|
|
| 1 |
J |
N |
N |
L |
| 2 |
F |
O |
M |
M |
| 3 |
C |
J |
J |
M |
| 4 |
I |
I |
F |
O |
| 5 |
B |
H |
I |
N |
| 6 |
G |
G |
H |
K |
| 7 |
H |
F |
G |
O |
| 8 |
E |
J |
O |
N |
| 9 |
D |
H |
K |
K |
| 10 |
A |
F |
L |
M |
| 11 |
J |
L |
N |
M |
| 12 |
F |
M |
M |
L |
6.8 Interception Return Table
The result numbers indicate the number of yards the interception was returned.
TD is a touchdown. Before using this tabel, first determine the point of interception,
then obtain a RN an determine the return yardage.
| RN |
Linemen |
Linebacker |
Def.Back |
| |
|
|
|
| 1 |
15 |
20 |
TD |
| 2 |
10 |
20 |
50 |
| 3 |
6 |
15 |
30 |
| 4 |
3 |
10 |
20 |
| 5 |
1 |
8 |
15 |
| 6 |
0 |
5 |
10 |
| 7 |
0 |
4 |
8 |
| 8 |
0 |
3 |
6 |
| 9 |
0 |
0 |
4 |
| 10 |
0 |
0 |
2 |
| 11 |
0 |
0 |
0 |
| 12 |
0 |
0 |
0 |
6.9 Big Play Table
| RN |
vs Run |
vs Pass |
| |
|
|
| 1 |
-4 yards |
QB Sacked, -13 yards |
| 2 |
-3 yards |
QB Sacked, -10 yards |
| 3 |
-2 yards |
QB Sacked, -7 yards |
| 4 |
-1 yard |
Incomplete Pass |
| 5-7 |
No Gain |
Incomplete Pass |
| 8-12 |
Card Fails |
Card Fails |
6.10 Fake Kicks Table
An intercepted pass is returned for a touchdown by the linebacker of the
defensive team's choice and the return is scored from the original line of
scrimmage. The QB in this case is considered to be the "B" player
| RN |
Field Goal Play Result |
Punt Play Result |
| |
|
|
| 1 |
Pass to LE for 25 yards |
Pass to LE for 30 yards |
| 2 |
Pass to FL for 18 yards |
Pass to FL for 20 yards |
| 3 |
Pass to RE for 15 yards |
Pass to RE for 10 yards |
| 4 |
Pass to BK#1 for 10 yards |
Pass to BK#1 for 8 yards |
| 5 |
Pass to BK#2 for 9 yards |
Pass to BK#2 for 6 yards |
| 6 |
QB runs for 15 yards |
Punter runs for 15 yards |
| 7 |
Pass is incomplete |
Punter runs for 7 yards |
| 8 |
Pass is incomplete |
Punter runs for 6 yards |
| 9 |
Pass is incomplete |
Punter runs for 3 yards |
| 10 |
Pass is incomplete |
Punter runs for 1 yard |
| 11 |
Pass is incomplete |
Punter runs for 0 yards |
| 12 |
Pass is incomplete |
Punter runs for -5 yards |
Solitaire Play
While the best way to enjoy Statis-Pro football is with another gamer, too
often circumstances do not allow this. In the following system, the single
coach takes the role of both coaches in selection of personnel but makes decisions
for the offense only. All standard rules apply to solitaire play except the
following
- S1 Card Deck: Remove one Z-card from the FAC
deck before play
- S2 Set-up: The solitaire coach will set the Displays
for both sides. In doing so, it must be remembered that the coach is trying
to be as fair as possible to both teams. He will also make any shifts desired.
- S3 Offensive Play Selection: Offensive plays
[play selection, strategy and player - 7.1] are chosen
by the coach.The only restriction is that he may not choose two screen passes
or quick passes in succession
- S4 Defensive Play Selection: Defenses are determined
by random draw frm the FAC deck. Before resolving each play, flip a FAC
and refer to the 'Solitaire' section. This area has five defenses listed,
one of which will be the one used, depending on the game situation
- S4.1 Number 1: Use that for any play that
is run on 1st down
- S4.2 Number 2: Use for any play that is
run on 2nd down with less than 6 yards to go for a 1st down, or any
play when the ball is on the opponents 3,4 or 5 yard line regardless
of down
- S4.3 Number 3: Use for any play that is
run on 2nd down with 7 or more yards needed for a 1st down
- S4.4 Number 4: Use for any play that is
run on 3rd or 4th downs with 7 or more yards needed for a 1st down
- S4.5 Number 5: Use for any play that is
run on 3rd or 4th down with 6 or less yards needed for a 1st down, or
when the ball is on the opponent's 1 or 2 yard regardless of down
- S4.6 Defense Abbreviations:
- R[NK] - Run No Key
- R[BC] - Run with Ball Carrier Keyed
- P - Pass Defense
- PR - Prevent Defense
- P[x2] - Pass Defense with double coverage to the directed receiver
if formation permits
- PR[x2] - Prevent Defense with double coverage to the directed
receiver if formation permits
- S4.7 Inside the 20: When the scrimmage line
is within the 20 yard line of the defense's goal line, convert all Prevent
Defenses to Pass Defense
- S4.8 Blitz: If a blitz is called for, look
at the PN on the same FAC. If this number is between 1 and 26, remove
the players in boxes F and J from the display. These are the blitzing
players. If the number is between 27 and 35, removed the players in
boxes F,J and M. If the number is between 36 and 48, remove the players
in boxes F,G,H,I,J. If an indicated box is empty, then choose any other
eligible player on the display to blitz. Remember to return the blitzing
players to the display after the current play has been resolved.
- S5 Play Resolution: After the defense has been
determined, flip and new FAC and begin to resolve the play normally
- S6 Timing: Once again, the solitaire coach should
run the clock in the best interest of each team while on offense.
Last update: 12th March , 2003 © Lee
Harris