Rules

These are the the Expert Rules for NFL Showdown.  The Beginner Rules are fairly self explanatory.

0-YARD LINE (Goal Line)

The 0-yard line is considered part of the end zone, so if the ball moves to the 0-yard line, it's considered a touchdown, safety, touchback, or whatever.

INJURIES

When a player gets injured, he must leave the game after the current play is over. The strategy card will say how long the player is out (usually for a down, a drive, or a half). If you don't have a backup player to fill his position, then you must use the Backup Player button on The PlayGridTM. Using this button simulates the stats for an average player.

KICK RETURNERS

On any kickoff or punt return, you may make one of your players a kick returner (except backups who can't come into the game yet). That player remains your kick returner until you say otherwise.

RESOLVING PENALTIES AND TURNOVERS

When someone plays a Penalty or Turnover card, don't resolve it right away. Wait until both coaches are done playing strategy cards, then enforce any Penalty and Turnover cards that were played. The following rules may make resolving penalties and turnovers easier:
  • Penalties that replace the result of The PlayGrid may be declined.
  • If both teams get penalized, the penalties offset, except that ejections are always enforced. Offsetting penalties must be accepted.
  • If the defense is penalized (and the penalty is not declined or offset), any Turnover cards that were played have no effect.

SAFETIES

If the result of the play would place the ball in the offense's end zone, it's a safety. The defense scores 2 points, and then the offense punts the ball from its own 20-yard line.

Penalties can't lead to safeties unless the card allows them.

When a Turnover card is played, and the defense takes the ball into the offense's end zone, it's a defensive touchdown unless the offense plays a card that gives them final possession of the ball (in which case it's a safety).

TIME OUTS

Each team gets 3 time outs each half. Keep track of time outs on the same sheet of paper you use to keep score.

Before plays are swiped through The PlayGrid, you may call a time out whenever you could play a strategy card. When a time out is called, each coach puts a card from his or her discard pile into his or her hand, and then the play restarts (new plays may be called). If a coach's discard pile is empty, that coach doesn't put a card into his or her hand.

TOUCHBACKS

After a kickoff or punt, if the ball would end up in the receiving team's end zone (including its 0-yard line), the ball is brought back out to its 20-yard line.

On a turnover, if the ball would end up in the original defense's end zone, the ball is brought back out to the 20-yard line. (If the ball ends up in the original offense's end zone, it's a touchdown or a safety, depending on who has possession of the ball.)

TEAM CONSTRUCTION

Now that you've learned how the game works, you can start building your own teams using the cards in your collection. This section gives the rules for building teams, including strategy decks and playbooks.

BUILDING YOUR OWN TEAM

Includes how to build your own team and how to use backup players and special-teams players. When you build a team out of your collection, you can build it however you like as long as you make sure that:
  • Your players have a total point value of 5,000 or less.
  • Your team has at least 2 players at each of the following positions: cornerback, defensive line, linebacker, running back, safety, wide receiver, and tight end.
  • Your team has at least 1 quarterback.
  • You don't have the same player on your team more than once.
  • You write down your list of backup players and special-teams players (see below).

If you have more than 2 players at a position (or more than 1 at quarterback), you can designate some or all of the extras as backup players. A backup player can only play as an injury substitution (even if a strategy card changes how you sort your players at a position), but costs one-fifth of his normal point value.

If you have more than 2 players at a position (or more than 1 at quarterback), you can designate some or all of the extras as special-teams players. A special-teams player can only play during special-teams plays (such as when one team is kicking) or as an injury substitution, but he only costs one-half of his normal point value. A player can't be labeled both as a backup player and a special-teams player.

If you include kickers and punters on your teams, the first player at each of those positions counts at his full point value, but extra players at either of those positions can be designated as backups. Kickers and punters can't be designated as special-teams players since this is already built into their point value totals.

PLAYBOOKS

When you build your team, you also build a 25-card playbook to go with it. Your playbook can include any combination of play cards, but it's helpful to have at least 8 offensive plays and at least 8 defensive plays.

STRATEGY DECKS

When you build your team, you also build a 40-card strategy deck to go with it. Your deck can't have more than 4 copies of any card in it, but otherwise it can include whatever cards you want.

It's usually a good idea to build a strategy deck that's tailored to your team. For example, if you're spending most of your points on quarterbacks and receivers, you'll want to include cards that boost your pass plays.

EXPERT RULES

This section lists the expert rules that can be added to the game to make it more like how football is played in the NFL. In most cases these rules should be like those in the NFL, but some rules are designed to provide extra realism.

EXPERT KICKING

Includes attempting extra points and onside kicks.

Your kickers are sorted just like your players at other positions (#1, #2, and so on). When you attempt a field goal, you must use the most expensive kicker available to you, even if he performs worse than the default chart at the current range.

If you attempt an extra point, and have any kickers available, the attempt succeeds without a roll.

On a kickoff, you may announce that you're attempting an onside kick. If you do, roll on the following table to see what happens:

Roll: Result:
1-5 The receiving team gets the ball on your 30-yard line.
6-10 The receiving team gets the ball on your 35-yard line.
11-15 The receiving team gets the ball on your 40-yard line.
16 The receiving team gets the ball on your 45-yard line.
17-20 You get the ball on your own 40-yard line.

EXPERT PLAYCALLING

In the expert rules, when you call a play, put it on the table face down. This lets the defense react to the offense's formation, and lets both sides use audibles (strategy cards used to call new plays).

HALF THE DISTANCE

In the NFL, if a team gets penalized, the other team gains the normal penalty yards, or yards equal to half the distance to the goal, whichever would put them farther away from the end zone. For example, suppose the offense has the ball on the 16-yard line, and a personal foul is called on the defense. Enforcing the full 15-yard penalty would put the ball on the 1-yard line, but half the distance would put the ball on the 8-yard line. The 8-yard line is further away from the goal, so that's where the ball is spotted. The main exception is defensive pass interference, which always gives the full yardage penalty, unless the interference occurred in the end zone.

In NFL Showdown, we've shortened this rule into a series of rules as follows:

  • If a penalty is called on the offense, enforce a safety if the card says to do so.
  • If the penalty is defensive interference, always enforce the full penalty. If this would put the ball in the end zone, put it on the 5-yard line instead.
  • If the ball is already on the penalized team's 5-yard line, the ball doesn't move.
  • In all remaining cases, apply the usual half-the-distance rule. When calculating half the distance, round the distance up to the nearest 5 yards. For example, if the ball is on the defense's 20-yard line and a personal foul is called on the defense, enforcing the 15-yard penalty would put the ball on the 5-yard line, but enforcing half the distance would put the ball on the 10-yard line (a 7 1/2-yard penalty rounds up to 10), so that's where the ball goes.

OVERTIME/SUDDEN DEATH

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. Then play a new game that follows all the usual rules except as follows:
  • The first team to score wins the game.
  • Choose randomly who kicks and who receives at the start of each half.
  • After a first down or change of possession, each coach draws 2 cards instead of 1. When the decks run out, each coach discards 2 cards instead of drawing 2 (after every first down or change of possession). When the coaches' hands run out, the quarter ends, not the half.
  • The two-minute warning rule (see below) doesn't apply.

STRATEGY DECKS

Before each game, shuffle your deck and divide it into two piles of 20 cards. Use one pile during the first half, and use the other pile during the second half.

If you need more cards than are left in your deck, do as much as you can with the cards that are left. For example, if you need to draw 3 cards, and only have 2 left in your deck, then just draw the 2 that are there.

THROWING PAST THE END ZONE

In the NFL, the end zones are only 10 yards deep. If the offense calls a pass play, and the result from The PlayGrid would put the ball past the back of the defense's end zone, treat the result as an incomplete pass (0-yard gain). Example: With the ball on your opponent's 15-yard line, you call a pass play. After the plays and players are swiped, The PlayGrid gives a result of 30 yards. This would put the line of scrimmage 5 yards past the end zone, so the result changes to an incomplete pass. (This does not affect whether there's a chance for injuries, penalties, or turnovers.) If the result had been 25 yards, it would have been a touchdown, not an incomplete pass.

THE TWO-MINUTE WARNING

In the expert rules, when the decks run out, the half isn't over. Instead, the two-minute warning begins. Each coach with more than 7 cards in his or her hand discards down to 7.

 

During the two-minute warning, each coach discards 1 card (instead of drawing 1) after each change of possession or first down.

At the end of each down, the half ends if both coaches' hands are empty.

FULL PLAY SEQUENCE

This section describes the full sequence for events that can happen on a single play. During the steps when both coaches may play strategy cards, the defensive coach decides first whether to play a card. Even if he or she doesn't play one, the offensive coach then decides whether to play a card. If either coach has played a card, this back-and-forth action continues until both coaches decide not to play a card back-to-back.

 
1. Both coaches may play strategy cards.
2. The offensive coach either announces a kick or chooses a play. (In the expert rules, the play is put on the table face down.)
3. If the offense isn't kicking, the defensive coach chooses a play. (In the expert rules, the play is put on the table face down.)
4. Both coaches may play strategy cards.
5. If the offense isn't kicking, swipe the players through The PlayGrid. (Strategy cards used when swiping players are played now.)
6. Determine the result of the play. (Use either The PlayGrid or the kicking charts.) Both coaches may play strategy cards.
7. Enforce penalties. Penalties may offset, or be declined.
8. Enforce turnovers. A defensive penalty negates a turnover (unless it's offset or declined). Both coaches may play strategy cards on the return.
9. Enforce the punt, field goal, touchdown, or result of the play. On a touchdown, the scoring team attempts a 2-point conversion or an extra point.
10. If both decks and both hands are empty, the half (or overtime period) is over.
11. If the offense gave up a safety, it punts from its own 20-yard line.

GLOSSARY

AUTOMATIC FIRST DOWN

Some penalties grant the offense a first down even if the yardage gained wasn't enough for a first down. Penalty cards that allow automatic first downs will say so in the card text.

BACKUP PLAYER

A backup player costs one-fifth of his normal point value, but can play only if he's the #1 or #2 player at a position (usually as the result of Injury cards).

CHANCE FOR

On many downs, The PlayGrid will say there's a chance for injuries, penalties, and/or turnovers. This means the appropriate kind of strategy card may be played (but you aren't required to play them). These kinds of strategy cards may be played only when The PlayGrid says there's a chance for them.

CONVERSION ATTEMPTS

Whenever your team scores a touchdown, you attempt either a 2-point conversion or an extra point. If you attempt a 2-point conversion, put the ball on the defense's 5-yard line and run a single down. If you get the ball into the end zone, you score 2 points. The defense can't score on a conversion attempt. See Extra-Point Attempts.

DECLINE A PENALTY

If a penalty is called on a team, the other team may decline the penalty unless the strategy card says otherwise.

DRIVE

A drive begins when a team takes the ball on offense. The drive continues until that team scores or turns the ball over, or the half ends. (If the offense commits a turnover but recovers a fumble on the same play, the current drive continues.)

END ZONE

The 0-yard lines are considered part of the end zones. The end zones are 10 yards deep. If the offense calls a pass play, and the result from The PlayGrid would put the ball past the back of the defense's end zone, change the result to an incomplete pass (0-yard gain).

EXTRA-POINT ATTEMPTS

Whenever your team scores a touchdown, you attempt either a 2-point conversion or an extra point. Extra-point attempts are always successful if you have a kicker in the game. If you don't, roll a die, and on a 1 or 2, the attempt fails.

FULLBACKS

Players whose position in the NFL is fullback are considered running backs in the NFL Showdown sports card game. See Running Backs.

GAIN

A result of 0 yards is considered a gain by the offense.

HALF

In overtime, if a strategy card's effect would last until the end of the half, it lasts until the end of the next period. See period.

HALFBACKS

Players whose position in the NFL is halfback are considered running backs in the NFL Showdown sports card game. See Running Backs.

INCOMPLETE PASS/INCOMPLETION

On a passing play, any result of 0 yards is considered an incomplete pass. A pass that goes past the back of the end zone is also an incomplete pass.

INJURIES

Injuries can only be played if The PlayGrid says there's a chance for them. Either coach may play Injury cards at this time. The injured player has to leave the game for however long the card says. While the player is injured, you can use a backup player to replace him if the backup plays the same position. If you don't have a backup player, then you must use the Backup Player button on The PlayGrid. See Backup Player.

KICK RETURNER

On any kick, the receiving team may designate one of its players as its kick returner. This matters only for strategy cards. Backup players can be kick returners only as long as they're the #1 or #2 player at their position (usually as the result of Injury cards). See Backup Player and Special Teams.

LOSS

A result of 0 yards is considered a gain by the offense, not a loss. See Gain.

OFFSETTING PENALTIES

If both teams are penalized on the same play, the penalties offset, except that ejections (if any) are still enforced.

OVERTIME

During each period of overtime, each team gets 1 time out, and you draw 2 cards instead of 1 after every first down or change of possession. Whoever scores first wins. At the start of each period, choose randomly who kicks off or receives.

PENALTIES

Penalties can only be played if The PlayGrid says there's a chance for them. Either coach may play Penalty cards at this time.

PENALTY, DECLINE

See Decline A Penalty.

PENALTY, OFFSET

See Offsetting Penalties.

PERIOD

Overtime is divided into periods, not quarters or halves. In overtime, effects that last until the end of the quarter should be read as lasting until the end of the period, and effects that last until the end of the half should be read as lasting until the end of the next period. See Overtime.

PLAYBOOK

When you build a team, you also build a 25-card playbook. Your playbook can include any combination of play cards.

QUARTER

Each half of regulation play is divided into quarters. NFL Showdown does not track when the first and third quarters end.

RED ZONE

The area near each team's end zone that stretches from the 20-yard line to the goal line.

REDO A RESULT

When a strategy card says to redo a result, swipe the original plays that were called through The PlayGrid again, and then also swipe the same players again. Strategy cards can still be played on the rest of the down.

REPLAY A DOWN

Time outs and certain strategy cards can make you replay a down. Each coach picks up his or her play cards and starts the down over from the beginning. The effects of strategy cards that last for only 1 play will end (but cards that last for a down are still in effect).

RUNNING BACK

In the NFL Showdown sports card game, running backs include halfbacks and fullbacks.

SACK

A sack occurs when the offense loses yards and the key player was the quarterback.

SAFETY

If the line of scrimmage would ever start in the offense's end zone, the defense gets a safety. The defense scores 2 points, and the offense has to punt the ball from its own 20-yard line. In the NFL Showdown sports card game, a safety is scored only if a) the result of The PlayGrid would put the ball in the end zone, or b) a Penalty card would put the ball in the end zone AND it says the defense can score a safety.

SPECIAL TEAMS

A special-teams player costs one-half of his normal point value, but he can play only when a team is kicking, or if he's the #1 or #2 player at his position (usually as the result of Injury cards). See Kick Returner.

TIMEOUT

Each team gets 3 time outs per half, and 1 time out per overtime period. On each down, you may call a time out if it's your turn to play a strategy card AND both coaches have not swiped cards through The PlayGrid yet. When a coach calls a time out, each coach puts a card from his or her discard pile (if any) into his or her hand, and then the down is replayed.

TRY

In the NFL, extra-point attempts and 2-point conversion attempts are called tries.

TURNOVERS

Turnovers can only be played if The PlayGrid says there's a chance for them. Either coach may play Turnover cards at this time. A turnover can be a fumble or interception and is a change of possession.

TWO-MINUTE WARNING

In the expert rules, when the decks run out, the half doesn't end until both coaches' hands are empty. During the two-minute warning, each coach chooses and discards 1 card from his or her hand (instead of drawing 1) after each first down or change of possession.

ABOUT THE PLAYGRID

How To Scan Your Cards

Make sure the bar code is facing down and toward the screen.

Swipe the card smoothly in the direction the arrow is pointing. Keep the card edge flat against The PlayGrid.

Tips On Using The PlayGrid

On each down, you'll both swipe your plays, and then you'll swipe the player it asks you for. If it says "ERROR!" when you swipe a card, try swiping it faster. If it says a player is illegal, make sure the player is from the right position. The #1 player at a position is the one with the highest point value.

For most purposes, it isn't necessary to know the details of how The PlayGrid works. The plays tell The PlayGrid who the key players might be, and it rolls some dice to see who actually gets used that down. The players tell The PlayGrid what their stats are, and it uses those numbers plus some more dice-rolling to see who wins the matchup. Three major factors affect the players' totals when deciding who won the matchup.

  • Whether the defense guessed right affects both players' totals.
  • The PlayGrid will focus on certain stats depending on the positions matched up. For example, quarterback vs. cornerback will focus on Accuracy/Coverage or Range/Speed.
  • High-risk plays like blitzes and bombs can give a bonus to the defending player, but double the yardage if the offense wins.

Once The PlayGrid knows who won, it rolls dice again to get the final result. The more your player won by, the more likely you'll get a blowout result like a 30-yard gain or a chance for turnovers. The chances for injuries and penalties are completely random.


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