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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