Tecmo Bowl Tecmo Bowl - The Original
Tecmo Bowl
Tecmo Sports News
The Rules
The FAQ
Fort Dodge League
Tecmo Bowl Links
The Teams
The Players
The Legends
The Playbooks Game Plans
Power Rankings
Season 9
Season Archive
Season Records
Tecmo Cup - 2 - 3
Legendary Games
Legendary Archive
Game Log
The Records
The Stats
Human Players
Immutable Laws
Glossary
Hints & Tips
Downloads
Youtube Videos
Miscellaneous
Draft Info
1-Player Tecmo
All-Tecmo Team
Contacts
Tecmo's 12 Teams


Note: Certain "TECMO BOWL" playing rules may differ slightly from professional football rules.
The House Rules

This is the listing of the general house rules that are followed when we get together for some Tecmo Bowl. It is recommonded you follow them as well, since they are some good rules.

Rule #1 --- The most important rule to follow, since failure to comply will equate to the Nintendo getting busted, you getting knocked out, and you never playing again. NEVER THROW THE BALL WHILE THE RECEIVER IS MAKING A CUT, SLANT, or CURL EVER. The game is unplayable without this rule being followed since the offense would never be stopped. Ever.

LT Says: "Be a man and follow Rule #1!"

Rule #2 --- No quarterback running. Running with the quarterback a lot is gay and un-manly. If the quarterback took off running everytime the offense could not be stopped, so it is outlawed.

Try to keep this to a minimum

Rule #3 --- No gaining yards when the defense has called your play. This includes no passing, running or quarterback running. You must either stop or step out of bounds at the line of scrimmage. This rule also prohibts the offense from gaining a 1st down or a touchdown on a playpick. The defense should not be punished for calling exactly the right play.

Rule #4 --- If you thrown a clear INT but the game doesn't register it, announce what pass play you're picking and throw an interception. Clear INT means the defender is "locked-on" and in obvious position to make the pick. This should be obvious when this occurs. Boarderline picks (when the defender is not "locked-on" but is right there) are a judgement call. These are tough to decide on, having a non-partial observer can really help the process.

Rule #5 ---There is to be 0 throwing to inexplicabley WIDE OPEN Indy TE Pat Beach on Pass 1 when the defense has called Pass 1. In all normal circumstances every receiver is covered when the defense chooses the right play, but on Indy's Pass 1, the TE is wide open every time. The QB could throw to him for a 5 yard gain every time. This is why it is outlawed.

Rule #6 ---Only the player in the linebackers' position on field goal attempts can be used to try to block field goals and extra points. Being anyone else is banned.

You can only be the guy in the red box.

Rule #7 --- Causing the Nintendo to freeze via controller throw, smash or whatever else (including punching the Nintendo itself. Hey, it's happened) is an automatic forfeit. The other teams wins the game. For the final score we make a judgement call. We used to use a 7 point per quater left system but decided to switch to a more realistic way. Controller throwing is not all that uncommon, and in general anything goes as long as you don't cause the Nintendo to mess up.

Heel stomps are no match for the power of Nintendo!


That's it, those are The Rules for playing Tecmo Bowl.
Hosted by www.Geocities.ws


Hosted by www.Geocities.ws

1