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League/Tournament
Rules
Round Length:
Each round is 75 minutes. If your game has not finished within 75 minutes, the
team leading at that time is the winner. If the losing team is on offense when
time is called, he or she can finish that drive. If both teams are tied when
time is called, the game will go into overtime. If there is no winner after 2
overtime periods, the game winner will be decided by total offensive yards
accumulated during the first and second halves. The team with the most offensive
yards will be declared the winner.
Playbooks:
When you build your team, you also build a 20-card playbook to go with it. Your
playbook can include any combination of play cards.
Strategy Decks:
When you build your team, you also build a 40-card strategy deck to go with it.
Your deck cannot contain more than 4 copies of any card. Before each game, allow
your opponent to shuffle or cut your deck and then divide it into two piles of
20 cards. Use one pile during the first half, and use the other pile during the
second half.
Game Clock:
You and your opponent draw 3 cards before the opening kickoff of each half. You
and your opponent draw 1 card after every change of possession or first down.
After every run play, including sacks, you and your opponent burn 1 strategy
card off the clock (both coaches take 1 card from their strategy deck piles and
place it face up in their strategy discard piles). If a pass play was called and
the final result was a sack that counts as a run play.
Two-Minute Warning:
There is no two-minute warning. When the strategy decks run out, the half or
game is over.
Time-Outs:
Each team gets three time-outs each half. When a time-out is called, each coach
chooses a card from his or her discard pile and places that card into his or her
hand, and then play restarts. (New plays may be called.) Use the reset button.
Time-outs may not be called during play sequences 4 through 15. Coaches may not
use more than one of their time-outs per play.
Game/Half:
When the strategy decks (clock) runs out, the half or game is over.
Overtime:
There are only two overtime periods. Both teams get one offensive possession in
a period. If the game is tied at the end of regulation, it goes into overtime.
Reshuffle both strategy decks and split them into halves, just like you do at
the start of the game. Roll the die to see who chooses to start on offense or
defense. You and your opponent draw 3 strategy cards. The offensive team places
the ball on the defensive team's 25-yard line. When a touchdown is scored in
overtime, the offensive team must attempt a 2-point conversion from the 5-yard
line.
The drive ends when a touchdown is scored, (plus a 2-point conversion attempt),
when a field goal is attempted, when the defense forces a turnover, or when the
offensive team turns the ball over on downs. Then, the other team gets an
opportunity to score from its opponent's 25-yard line. The team that scores the
most points in this first overtime period is the game winner. If both teams are
still tied, they play a second overtime period. Both players continue to use the
same strategy decks and the cards in their hands. The team that started on
offense in the first overtime starts on offense again. The team that scores the
most points in this second overtime period is the game winner. If both teams are
still tied after the second overtime, the team with the highest total of
offensive yards during non-overtime play is the game winner. There are no
timeouts in overtime.
Audible:
The offensive coach may call an audible after the defensive coach places a
defensive play card on the playmat. However, the offensive coach must choose a
new play using the same formation. The defensive coach may not call an audible.
The defense may call a timeout in order to change a play.
Full-Play Sequence:
- The offensive coach
either announces a kick or chooses a play. The play is put on the playmat,
formation side up.
- If the offense isn't
kicking, the defensive coach chooses a play. The play is put on the playmat
formation side up.
- Offensive coach may
call an audible.
- Offensive coach
swipes a play.
- The offensive play is
put on the playmat play, side up.
- Defensive coach
swipes play.
- The defensive play is
put on the playmat play, side up.
- Offensive strategy
card may be played.
- Offensive coach
swipes player.
- Defensive coach
strategy card may be played.
- Defensive coach
swipes player.
- Determine the result
of the play.
- Defensive coach may
play a strategy card.
- Offensive coach may
play a strategy card.
- Determine the result
of the play.
- After a run result,
including a sack, each coach burns a strategy card off the clock before
cards are drawn. If a coach calls a timeout after a run result, strategy
cards are not burned off the clock.
- Begin next down.
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