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

 

1.0 Components

The following items, necessary to play the game, are included in the game box.

 

2.0 Sequence of Play

The following sequence is used for resolving each down of the football game

 

Abbreviations

Throughout this rulebook, the following abbreviations are used to facilitate play

 

3.0 Displays

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

 

4.0 Player Cards

Each team in the NFL is represented by a set of cards:

 

5.0 Fast Action Cards

There are 109 Fast Action Cards [FAC] in the game. Thirteen of these are special "Z-cards": the other 96 are "normal" cards

 

6.0 Tables

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

 

7.0 Strategy Cards

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.

 

8.0 Plays

This section gives the methods used to resolve plays

 

9.0 Timing

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]

 

10.0 Design Credits

 

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

 

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

 

Last update: 12th March , 2003 © Lee Harris