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Page 1: 2013 PT Games

1 ©2013 PT Games

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2 ©2013 PT Games

Where is it?Introduction .................................................................................. 3Welcome ....................................................................................... 3Equipment .................................................................................... 3How to Play .................................................................................. 3Fast Action Dice (FAD) ............................................................... 3 The Coin Toss................................................................................3Offensive/Defensive Displays ......................................................4Offensive/Defensive Display Play Selection ................................4Running Play Resolution ..............................................................5Breakaway ....................................................................................5Quarterback Break ........................................................................5Pitchout .........................................................................................5Passing Plays ................................................................................6Quarterback Pressure ....................................................................6Pass Deflect Values .......................................................................6Pass Defense ................................................................................ 6Long Gains .................................................................................. 6Long Gain on a Quick or Short pass ............................................6Pass Rush ......................................................................................7Sacks .............................................................................................7Blitzes ...........................................................................................7Screen Pass ...................................................................................7Throwing on the run .....................................................................8Shovel Pass ...................................................................................8Swing Pass ....................................................................................8Offensive Strategies ......................................................................8Flop ...............................................................................................8Sneak ............................................................................................8Draw Play .....................................................................................8Play-Action ...................................................................................85 wide receiver set ........................................................................8Double-Team Blocking .................................................................8Defensive Strategies .....................................................................9Defensive Pass Strategies .............................................................9Double Coverage ..........................................................................9Pass Blitz ......................................................................................9Walking up Deep Backs ................................................................9Defensive Line Stunts ...................................................................9Zone Coverage ..............................................................................9Center Field Zone Rule .................................................................9Defensive Run Strategy ................................................................9Run Blitz Defense .........................................................................9Punts ...........................................................................................10Punter Card '20’ See Below' .......................................................10Punt Rush ....................................................................................10Coffin Corner ..............................................................................10Fake Punt ....................................................................................10Blocked Punt ...............................................................................10Kickoffs ......................................................................................10Onside Kicks ...............................................................................10Squib Kicks .................................................................................10Two-Point Conversion ................................................................11Field Goals ..................................................................................11Fake Field Goals .........................................................................11“Z” Events ..................................................................................11Penalty Table ...............................................................................11Penalties Near the End of a Half or Game Defense Penalties ....1210 second runoff .........................................................................12Time expenditure for Penalties ...................................................12

Fumbles ......................................................................................12Forced Fumble Adjustment ........................................................12Injuries ........................................................................................12Timing .........................................................................................13 Time Outs ..................................................................................13No-Huddle Offense .....................................................................13Rest Rates ...................................................................................14Weather .......................................................................................14Sudden-Death .............................................................................14Roster Size ..................................................................................15Draft League ...............................................................................15Start a new league .......................................................................15FanDraft Youth software .............................................................15Optional Rules ............................................................................17

Note: Veteran players of Statis Pro Football will see that the ball handler cards are presented in a new manner. The -2 to 19 range is actually the yardage. The range next to the yardage is the chance on a given unmodified roll of the player gaining or losing the specific amount. The long column has been replaced with the breakway (B) value with the maximum yardage (M) displayed directly underneath.This is a new way to show the same basic values of old Statis Pro cards. An additional note for ballhandlers on ranges and yards. If a modifier causes either an addition or subtraction to yardage that modifier only refers to yardage with ranges. Example: Jacquizz Rodgers (2012-13 card)has no ranges next to 11,13,15,17, or 19 yards, his break is 99-100. You roll a 99. Yay! A break, nope wait modifiers equaled -2 so he gains 16 yards.19 has no range so ignore, 18 is -1, 17 no range ignore, 16 has num-bers in range so 16 yards it is!

If you wish to play solo you will need to have the solo rules to detail play calling and player placement.

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IntroductionFootball Bones is a football simulation based on actual perfor-mances of players during the season. Play is for 1-2 players. Rules include solo, head-to-head and draft league setup and play. Football Bones delivers the feel of owning and managing a real football team from the front office to the field. Many new rules and enhancements will be found throughout and we welcome feedback to us at [email protected]

WelcomeThanks for purchasing Football Bones. We believe this game will bring a whole new level of fun to the football board game market. Building on the Statis Pro model we have added many new features and modernized the game to give you the highest level of realism and play.Additions include dice based play, draft leagues, solo play and new on-field play choices.

EquipmentFootball field 2- Offensive displays 2- Defensive displays Rules BookletTime Sheet Statistic Sheet Football to mark line of scrimmage First down marker Player cards Fast Action Dice (FAD) - 2- 10 sided die.Play selection charts 2- Offense and 2- Defense Counters for injury and rest rate:o Injury Counters: 2 plays, 4 plays, 6 plays, Rest of Quarter, Rest of Half, Rest of Game o Rest Rate Counters: 1-4 numeration.Fast Reference ChartsCounters for Play calls

The offensive coach will have the choice of accepting the penalty or declining the penalty in lieu of the plays result. The offense then reveals its play selection chart, and therefore it's play. If the play is an illegal play; i.e., directed to a player not on the field, not marked completely, illegal due to play selection limitations or an illegal formation, then the offense is penalized five yards for illegal procedure and the play continues unless the offense uses a timeout prior to "Play Resolution" phase. If the timeout is expended, the play calling procedure resets to the first phase. If there is a difference between the defensive play called and the player formation on the display, the display shall be used to resolve the play. If an illegal defensive formation exists for a given defensive and strategy, the defense will be penalized five yards for illegal procedure. A coach is not obligated to inform the opposition of the error until after the first FAD has been rolled for the play's resolution. The offended coach will have the option of accepting the penalty or declining the penalty in lieu of the plays outcome. o Resolution: The play is resolved. Multiple Z Events are pos-sible on a play. If it does, the impact of the Z die is in play also. Results such as offsetting penalties, injuries or multiple penalties against the defense/offense are valid. If a team has multiple pen-alties against them, the offended team shall choose which penalty, if any, to accept or decline both in lieu of the plays outcome. Injuries incurred during the play resolution are valid whether the penalty is accepted or not.

How to PlayUnless otherwise stated, all rules of professional football apply to the game.

Fast Action Dice (FAD) Two (2) 10 sided die are required to play. When referring to the tables the die are always read as black for the tens and white for the single digits to generate numbers from (01-100). Occasionally rolls will be referred to as 1d10 or 2d10, this is one -ten sided die only (1-10), or two ten-sided die. When FAD are referenced it is a 1-100 roll. The tables refer to 100 as 00 from your roll.

Game Setup: Place the Offensive and Defensive displays opposite on the table with the field in between. Place the Offense and Defense Play Call Sheets on the table or a chair. Use the charts to cover play selection. The counters are for secret play selection. You will make the defense call by voice command so you will probably quickly use only the special teams play call section only. Grab a coin for the Toss!!The Coin Toss: The visiting team calls the opening coin toss. The winner of the toss chooses a side of the field and to receive the kickoff to start the game or defer the decision to the second half. Note that choosing a side of field matters on wind direction and field goals.

o Time: The amount of time expended by the play is noted on the score pad. o Declare No-Huddle or Hurry-Up Offense: Before the 3-minute declaration is made for the next play. The offense must announce that it will run a no-huddle or hurry-up offense.

Play Resolution Basics Adhere to the following sequence when resolving each play: See the specific sections of the rules for a complete explanation. o 3-Minute Offense Declaration: The offense may declare that it is commencing or ending a "3-minute offense." o Substitution of Players: The offense and defense may freely substitute players on their respective squads as long as no more than 11 players “on the field”on a Display at any given time. Any team that has more than 11 players on a side at "Play Resolution" phase shall be penalized 5 yards. The offended coach shall have the choice of accepting the penalty or declining the penalty in lieu of the plays outcome. Once substitutions are complete, a time-out must be expended by a team to avoid the penalty, and only before the "Play Resolution" phase. o Offense/Defense Play Selection: The offensive coach secretly chooses a player and strategy. When the offensive coach has com-pleted their selection, they verbally inform the defensive coach that they are "set." Defensive coach then chooses a defense and strategy. o Formation: The defense may adjust the formation of its players. o Defense/Offense Play Revelation: The defense announces its strategy. If a blitz is in effect, the defense must remove between two and five players from its display at this time. Similarly, if double or triple coverage is in effect, the defense must move the defensive players on the display to indicate which players are being double/triple covered and by whom.

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Offensive/Defensive DisplaysBoth teams receive Displays on which their offensive and defen-sive squads are represented. Place the Displays facing each other. Offense against Defense. No Display may ever have more than 11 active players on it at any given time. Playing out of position is allowed with penalties to the player card. See 'Playing out of Position'. Offensive Display: 5 linemen must be maintained on the offen-sive displays: 2 tackles; 2 guards, and 1 center. 6 OL possible, see 6 OL variation. Two ends must also be maintained at all times: 1 left and 1 right. The Split box is for the wide receiver or Tight for the tight end. One quarterback must be on the Display at all times (see Shotgun rule for variation). In addition, teams must maintain at least one and up to three running backs (labeled BK-1, BK-2 and BK-3). Exception 5 WR set.An offensive formation utilizing a single running back must place the back in either the BK-1 or BK-2 box. Finally, the offense has the option of employing a flanker. The number of flankers maintained on the Display is dependent on the number of running backs currently in use. If 3 backs are currently on the Display, no flankers may be em-ployed. If 2 backs are in use, a single flanker may be placed on the Display in the Flanker #1 Box. If a single back is in play then 2 flankers must be employed (one of which must be designated "Flanker #2"). Note that only one player may be placed per box on the Offensive Display. Also note that all wide receivers ("WR" on the player cards) may be employed as flankers or split ends. Multi-Purpose Players: Some players have cards for multiple po-sitions such as RB/WR or DL/LB. Such a player is allowed to set up in a position reserved for either position without penalty. Of-fensive players with the designation (OL) are offensive linemen and may play any position on the offensive line without penalty. If the multiple player roles includes the use as a quarterback, the player's substitution into and out of position as a quarterback shall conform to normal quarterback substitution rules. Playing Out of Position: Normally, players must play the position indicated on their cards. However, offensive linemen (OL) may play any position on the offensive line. Other positions note the ‘Position and Coverage Table’ for any penalty.

Row 3: These boxes are labeled K,L,M,N and O. From 0 to 6 players must be maintained in Row 3, all of which must be defen-sive backs.Only one player may be placed in row 3 boxes except for double/triple coverage defenses. A defensive back may be placed in Box L as part of a non-double/triple coverage strategy only after every other box in Row 3 has already been filled.

Defensive Display: The defensive Display consists of 15 boxes, subdivided into 3 rows of 5 boxes apiece. Row 1: These boxes are labeled A,B,C,D and E. At least 1 and up to 10 players must be maintained in Row 1, of which at least one of these players must be a defensive linemen. (DL,DT,DE)Zero, 1 or 2 players may be placed per box. Defensive linemen may play any position in Row 1 without modification. Row 2: The boxes are labeled F,G,H,I and J. From 0 to 5 players must be maintained in Row 2, either linebackers or deep backs. Only one player may be placed per box except for occurrences in-volving double or triple pass coverage defenses against a running back(s). In such an occurrence (2) players may occupy a box for double coverage or (3) players may occupy a box for triple cover-age. These additional defensive players must be defensive backs. See Double/Triple Coverage Defenses for full details.

During double/triple coverage defenses, the box limitation of one player per box may be exceeded to allow two defensive backs in boxes K,M,N and O for double coverage or three defensive backs for triple coverage. Box L Exceptions: Two defensive backs may occupy box L as part of a non-double/triple coverage defense, but not until all oth-er boxes in Row 3 have been filled. See 'Centerfield Zone Rule' for an exception.

Offensive/Defensive Display Play SelectionWhen picking an offensive play or defense, coaches should secretly place a counter on the appropriate circle(s) on the Play Selection chart and then reveal their decisions to their opponents. Offensive plays: Fifteen plays are available to the offense: 9 runs and 6 passes. Running Plays: Passing Plays:• Sweep Left (SL) • Quick (QK) • Sweep Right (SR) • Short (SH)• Inside Left (IL) • Long (LG)• Inside Right (IR) • Screen (SC) • Counter Left (CL) • Shovel Pass SP)• Counter Right (CR) • Swing Pass(WP)• End-Around (ER) • Pitchout Left (PL)• Pitchout Right (PR)Passing Plays A pass must be directed to any non-lineman except the quarter-back. Screen passes must be directed to a running back. A long pass may not be called when the scrimmage line is 20 yards or less from the opponents goal line. A Screen pass may not be attempted when the scrimmage line is 5 yards or less from the opponents goal line. Run Defense:• Run Key Back 1• Run Key Back 2• Run Key Back 3• Run Key QB• Run No Key• Run Key End AroundPass Defense:• Pass• Prevent• BlitzDefensive plays: There are 4 basic plays available to the defense, each with multiple options. The first is the Run Defense, and it's six options: "keying" one of the three running backs, or keying the quarterback. Keying for the end around play, or keying no back at all. “Keying” on a specific back means that the player has been keyed, so even if the defense shifts the keyed back to another space, the key remains on the original playerThe second basic defense is the Pass Defense, in which the de-fense may single, double or triple cover some of the receivers. The third basic defense is the Prevent Defense, with coverage options identical to the Pass defense. And finally the Blitz, which seeks to overwhelm the offense by generating Pass Rush.

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Running PlaysResolve non-end around running plays (counter, inside, or sweep) using the following procedure:

Each offensive play must be directed towards a specific player. A run must be directed at any back (BK1, BK2, BK3) or the quar-terback. An End-Around can only be directed to an end or flanker who possesses a Rush column.

Running Play Resolution: Step 1: Roll the FAD and refer to the “Blocking Battle Table” for the a) Play direction that always list offensive players with a two-letter abbreviation (e.g., LG, BK, CN) and defensive boxes with a one letter abbreviation (e.g. A, E, I), or b) Break. See “Breakaway” for resolution.Step 2: The next FAD is rolled and refer to the player card. Note that this number may be modified. -2 to 19 is the range for the running and receiving play and these are also the yardage result. If a range is blank it is NOT counted when subtracting or adding for yardage. Only yardage with ranges is counted. Yardage from the blocking battle is added or subtracted as “ranges.”

• If, in step 1, the run was directed to an offensive player or players, this player's Blocking Value (BV) modifies the yardage result. Add or subtract this BV from the yardage, yielding a final result. • If, in step 1, the run was directed to a defensive box or boxes, this box should be checked to see if it is occupied by any play-ers. If so, the yardage result is modified by adding or subtracting the players Tackle Value (TV) from the yardage, yielding a final result.• If, in step 1, the run was directed to an offensive player versus a defensive box, the coaches should immediately add the offensive player's BV to the defensive player's TV (if the offensive player's BV is a negative number, then subtract his BV from the defen-sive player's TV). If the result is zero, then neither player's value comes into effect and the yardage determined in step 2 is the final yardage of the play. If the result is a positive number, the offen-sive play has won the "blocking battle" and his ORIGINAL BV (not the sum of the BV and TV) is added to the play's yardage as described in step 2. If the result is a negative number, the defensive player has won the "blocking battle" and his ORIGINAL TV is subtracted from the play's yardage as described in step 2. Special Cases: If a play is directed to 2 offensive players or 2 defensive boxes, add the BV's or TV's of the indicated play-ers before modifying the play's yardage as described in step 2. However, any time a play is directed at a defensive box that is unoccupied, ADD 2 yards to the result obtained in step 2 (if a play is directed at 2 boxes, both would have to be unoccupied for the two-yard bonus to be implemented). If a FAD roll calls for an offensive player versus a defensive box that is empty do not award this two-yard bonus; instead, simply add the offensive player's BV to the yardage. If a play is directed at a defensive box in Row 1 that is occupied by two players, consider that box to be occupied by a single play-er with a TV of (-4) minus 4, regardless of the printed TV's of the two players in the box. In double or triple coverage defenses there may be instances where a box in Row 2 is occupied by 2 or even 3 players, if such a box is indicated by the FAD, disregard the presence of the defensive backs and refer only to the TV of the linebacker present.

There is no modification to the run number if a Pass, Prevent or Blitz Defense is in effect. However, if a back or quarterback is keyed correctly (that is, the keyed back carries the ball) on a Run Defense, FOUR is subtracted from the run number obtained in step 2. If any back carries the ball against a Run Defense with no keying, TWO is subtracted from the run number. If a back is carrying the ball against a Run Defense keying on another back, the run number is not modified. No run number may be decreased below -2 or increased above 19.

End-Around Runs: The offense may call an End-Around only to a tight end or wide receiver currently on the display, who possesses a rush column on his card.. To resolve an end-around, consult the ‘Running Plays’ table for the appropriate sweep, right or left and follow the same procedure as a running play.Defense playcall is on the play and not a specific player.The Rushing Rest rate is applied. All modifiers as a running play are applicable. Breakaway: When resolving any running or passing play if the player rolls the FAD in the BREAK range or the blocking battle calls for BREAK instead of any blocking or tackling values, the ballhandler has broken into the open field. Roll FAD for a total distance of the run. Ignore all rolls under twenty (20) and reroll. You can use the maximum yardage printed on the card as a guide to the true break of the player and limit the FAD roll for distance.

Pitchout: A Pitchout can only be directed to a running back (RB or FB), and is resolved as follows:The Offense will choose the ball carrier, and play direction right or left.a) After the offense announces the play and direction and the defense is revealed, the offense rolls FAD to determine inside or sweep play resolution. 01-50 Inside, 51-00 Sweep. Then roll FAD and refer to the appropriate right or left inside or sweep blocking battle.b) If a Run Defense is in effect, and no other back is specifical-ly keyed, a defensive key on the ball carrier applies (+4 to Run Number). The play is then resolved normally as an Inside Run or Sweep Run using the blocking/tackling modifiers from the first FAD. The Run Number on the next FAD is used to resolve the play. c) If a fumble is called for during a Pitchout, add FIVE (+5) to the Fumble Range.

Quarterback Break: A breakaway result can occur on a quar-terbacks card if he is forced to scramble due to a blitz or on a called run. A breakaway occurs if: the FAD rolled to determine yardage is in the BREAK range Roll for yardage as Breakaway.Blocking Backs: Some blocking battles may direct a block to a back (BK) rather than to a lineman or defensive box. This means that the back(s) who is not carrying the ball uses his BV to add or subtract yardage from the play as described in step 2. If there is no back on the Display other than the one carrying the ball, no modifications are made on the play. If there are two backs other than the one carrying the ball, both add their BV's together to modify the play's yardage. Maximum losses: The maximum yardage loss on an Inside run is 3 yards. There is no limit to the number of yards that may be lost on a sweep, end around or counter play.

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Passing PlaysResolve Quick, Short and Long passes according to the following procedure: Step 1: The FAD are rolled and the "Pass Receiver Table" con-sulted. Under the passes section one of three results has occurred for the type of pass attempted."Original" means that the pass has been thrown to the original receiver as indicated on the offensive play selection chart. An of-fensive position (ie. Left End, Flanker, Back 2) indicates that the pass has been redirected to the player at that position. If the pass is redirected to the original receiver, consider the result identical to an "Original" result. A "Pass Rush" indicates that a Pass Rush exists. In instances of a pass rush the pass is always directed to the original receiver. SEE Pass Rush section for full details. If a pass is directed (or re-directed) to a position that is unoccu-pied, or to a receiver that is unable to catch that type of pass due to pass blocking duties or a blank yardage column on the player card, resolve the pass by rolling a new FAD and referring to the quarterback card for possible turnover. Step 2: Roll FAD to obtain a pass number. Modify the pass num-ber for defensive call+ strategy+ pass deflect+ defensive player pass defense modifiers. (Double or triple coverage individual player pass defense value is not consulted). Consult the quar-terback's passing column - in particular, the type of pass being attempted (Quick, Short or Long). The possible results are complete (COM), incomplete (INC), or interception (INT).Completion Range: For all non-Screen Passes, each quarterback has a completion range. This is simply a range of Pass Num-bers on the quarterbacks card under the heading (COM). On all passes, the completion range is modified by four factors: 1) The defense currently in effect; 2) The Pass Defense Value of the defensive player (if any) guarding the receiver to which the pass is ultimately directed; 3) Use of the three-minute offense; and 4) Quarterback Pressure. Note that if a quarterbacks comple-tion range is modified by any of the above factors, numbers that were originally completions may become an incompletion and vice versa. Quarterback Pressure: If two defensive players occupy Row 1, add THREE (+3) to the quarterback’s Completion Range for all passes. If one player occupies Row 1, add FIVE (+5) to the Com-pletion Range for all passes.Note that some defenses increase in effectiveness when the scrimmage line is 20 yards or less from their goal line.

Pass Defense: Defensive players occupying certain boxes MUST guard specific receivers during a pass. Additional defenders may participate in this guarding if a Double or Triple Coverage strat-egy is in effect. See the ‘Coverage Table’ chart or the defensive display for specific details.When a pass is being resolved, add or subtract the Pass Defense Value of the defender guarding the receiver to which the pass is being directed. However, if a box is empty and a pass is directed to a player that is normally guarded by this box, +5 is added to the quarterbacks completion range when resolving the pass. Completed Passes: If, following all modifications, the Pass Number falls within the complete (COM) range on the quarter-backs card, the pass is complete. The receivers card is referred to a new FAD is rolled and the range on the player card (-2 to 19) under the pass type being executed (Q=Quick; S=Short; BREAK=Long). This will yield a yardage figure, which is the number of yards gained on the play. Incomplete Passes: If a Pass Number falls within the incomplete (INC) range on the quarterbacks card, the pass is incomplete and the play is over unless the pass number is also within the interception range of the defensive player covering the receiver in which case the pass is intercepted. Note that if a quarterbacks completion range were reduced due to modifiers, the numbers that were formerly complete are converted to incomplete passes. Long Gains: To determine the yardage for long pass completions roll a new FAD and refer to the BREAK section of the rules for yardage gain.Long Gain on a Quick or Short pass: If the FAD rolled to resolve yardage falls within the BREAK receiving range. Roll a new FAD for BREAK yardage. See the Breakaway section for further details.Interceptions: All interception checks are done first through the quarterback's card. If the pass number falls within the Quarter-back’s int range for the pass type selected (Quick, Short, Long, Shovel, Swing), but outside the intended receiver’s pass defender, then roll 1d10 on the ‘Spot of Interception Table’appropriate to the pass thrown to determine the spot of the potential intercep-tion. If the box rolled from the ‘Spot of Interception Table’ is oc-cupied then roll FAD again 01-50 interception, 51-00 incomplete. If the original pass number falls within the defensive player range but not within the int range of the QB, then it is not intercepted, unless in a pass rush or blitz situation, then the defender’s entire int range is used.

Pass Deflect ValuesDefensive lineman have a Pass Deflect (PD) Value. This value is applied to Quick, Short, Long, and Swing Passes, Pass Deflect Values are not used in Shovel Passes, or Pass Rush situa-tions.a) After all other adjustments are applied, the sum of the PD values is SUBTRACTED from the quarterback’s adjusted Completion Range. The maximum Pass Deflect adjustment is minus five (-5). If the Completion Range is altered, numbers that were formerly completed passes become “deflected” passes.b) Roll the FAD for the Pass Number and continue to resolve the play. If the Pass Number is equal to any of the “deflected pass numbers” (max. of 5 per play) then roll another FAD for the in-tercept number. If the original pass number is not in the “deflect-ed pass” range then continue with normal play resolution.

c) If the new FAD roll falls within the Interception Range of ANY defensive player on the field, the pass is intercepted. If more than one player can intercept the pass, the defensive coach choices the interceptor. The Point of Interception and Interception Return are resolved normally. All Defensive Lineman have a 100 intercept range.

Point of Interception: Once a pass is determined to be intercepted roll 1d10 and reference the type of pass on the ‘Point of Intercep-tion Table’ to determine the length point of interception.

Example: QB has a int range of 97-00. The deep back has a 95-00. If the pass number is 98 the pass is intercepted. If the pass number is 95 the pass is incomplete, unless in a pass rush or blitz situation.

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Interception Return: Roll 1d10 on the row that the player occupies; of the return table to determine the interception return yardage from the Point of Interception. A return of zero yards from a goal line (PI) results in the team taking possession at the one yard line. Example DB in row 1 intercepts a pass, use row 1 on the ‘Interception Return Table’ for return yardage

• Roll a FAD, and refer to the 'Screen Pass Completion' table. The result will be "COM" (Complete), "INC" (Incomplete) or "INT” (Intercepted). The quarterbacks card is not consulted during a Screen. • If a Screen is complete, roll a new FAD on the rushing column of the pass receiver, then refer to the ‘Screen Pass Distance Table (x1/2, normal, x2, or x3), multiply the yardage by the indicated value (round fractions up), just as if the play was a run. Block-ing and Tackling values are never employed during a Screen; however, the defense that is in effect during the play may modify the Run Number on the rush column of the back catching the ball (See Defense/Pass Table).

Step 1: The defense adds up the Pass Rush Values of all the players in Row 1. See modifiers for LB and DB in Row 1 on the ‘Position and Coverage Modifier Table’.Step 2: The offense adds up the Pass Blocking Values of his line-men and running backs who have been designated as pass block-ers as part of the offensive play selection. (Back 3 is automatical-ly a designated blocking back on all passing plays unless the play is directed to him). All backs have a pass blocking value of 2. Backs 1 and/or 2 may also be designated as pass blockers but this decision must be revealed during the offensive play revelation. Any pass directed or re-directed to a back currently engaged in

Blitzes: A blitz is a specified defensive strategy designed to create a Pass Rush condition. If the defense has a blitz defense in play and the offensive play selection is a short or long pass, a Pass Rush automatically occurs and is resolved according to the direc-tions in the Pass Rush section. Additionally, under a blitz defense, the defensive coach must designate at least two and up to five linebackers and/or defensive backs that will participate in the blitz. The identities of these blitzing players is revealed during the defensive play revelation and the players are removed from the display at that time.

Sacks: If a quarterback is sacked, roll 2d10 the result is the num-ber of yards lost on the play. (For timekeeping purposes, a sack goes out of bounds if the FAD used to determine the yardage lost is an even number.

1. No Long Passes may ever be attempted when the line of scrim-mage is 20 yards or less from the defense's goal. 2. No Screen Passes may be attempted when the line of scrim-mage is 5 yards or less from the defense's goal. 3. No pass may ever go out of the end zone - even if a completion is more than 10 yards beyond the goal line, it is still a touchdown. 4. If two flankers are in play, one must be designated FL #1 and the other FL #2 and appropriately placed on the offensive display. Passes directed at a flanker must be specified as #1 or #2, but if a FAD roll directs a pass to a flanker, this always means FL #1. However, passes directed at whichever running back is not in play at the moment always go to FL #2.

• The sums obtained in steps 1 and 2 are compared. If the defen-sive sum is greater, the difference between the sums is multiplied by 2 and added to the quarterback's "Sack Range" of numbers in his Pass rush line on his player card. If the offensive sum is greater, the difference between the two sums is multiplied by 2 and subtracted from the quarterbacks Sack Range. If there is no difference between the sums, the quarterback's Sack Range is unaltered. Alterations to the Sack range (decrease/increase) results in an accompanying alteration to the Run range (increase/decrease).

pass blocking duties cannot be completed, although the pass may be intercepted off the quarterbacks card.

• A new FAD is rolled, apply this number to the Pass Rush line on the quarterback's card. The possible results are SACK (See Sacks section below), RUN (see below), COM (see below) or INC (see below). NOTE: A quarterbacks completion range on his Pass Rush line is never altered for any reason - be it for the type of defense in use or the Pass Defense value of the defender.

Pass Rush: When a pass is being resolved, the first FAD rolled from the ‘Pass Receiver Selection Table’ may state "Pass Rush." If a Pass Rush occurs, ignore the normal method of resolving the pass; instead, follow this procedure:

RUN- The offense rolls a new FAD, determines its Run Num-ber, and consults the quarterback's Rush Column for the yardage of the play. The QB has the option to throw the ball instead of scrambling see ‘Throwing on the run’ for more detail. COM- The pass is completed to the intended receiver, Roll anoth-er FAD and consult the receiver card under the specific pass type (Q,S, or Break for L). INC - The pass is incomplete or intercepted if the FAD roll is in the defensive players intercept range.

Each of the blitzing players has a pass rush value of 2 in addition to their normal printed value. These pass rush values are added to the pass rush values of the players in Row 1 to arrive at a total pass rush value. Blitzing players are not part of the defensive display for any reason, therefore they are ignored with regards to tackle consider-ation, pass defense or interception possibility. Blitzing players are also incapable of being injured on the play.Quick and Screen passes are resolved normally against a blitz defense. SEE ‘Defense/Pass’ Table for associated modifications.

Screen Pass: A Screen Pass must be directed to a back, or wide receiver, not a tight end.

In double or triple coverage, any assigned defender is eligible to intercept a pass. If more than one player can intercept, the defense chooses which one to intercept with.

If the Interception Table result is to a box that is currently unoc-cupied, the pass is incomplete instead of intercepted. NOTE: If double coverage is in effect on a receiver, the defenders must include the normal defender plus any defensive back not involved in primary pass coverage duties. If triple coverage is in effect, the defender's must include the normal defender plus any two defensive backs likewise not involved in primary pass cover-age duties. Defenders in double or triple coverage are considered to be in the primary defender’s box and not in their original box for a spot of interception check.

• If the pass is incomplete, the play is over.• If the pass is intercepted, roll the FAD, and cross-reference the ‘Spot of Interception Table’ Screen/Shovel column to determine the player that intercepts the ball, if the box is empty the pass isincomplete. If occupied the point of the interception is three (-3) yards behind the scrimmage line.

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Then use the ‘Interception Return Table’ Row 1 to resolve its return. A back to which a screen is thrown is never "covered" by a defender. No Pass Defense Values are used. Interceptions are only possible if the first FAD roll says so. Throwing on the runIf a quarterback is caught in a Run as a result of a Pass Rush situation, each receiver will "shorten" their pattern by one level, Short to Quick, Long to Short. The quarterback can then 'run' normally or attempt another pass. To pass, determine the receiver using the FAD 'Pass Receiver Selection Table' , using the 'short-ened' pattern column.If the receiver on the FAD roll is itself a pass rush, the QB has no choice/no available receiver—he must run. Other pass adjustments may apply. Individual Pass Defense Val-ues are always used in Scramble situations. However, Double Coverage and Triple Coverage is ignored. The decision to run or pass is made before rolling the next FAD.The completion range for the pass is modified based on the orig-inal pass pattern. (i.e., a QB forced to scramble on a Long pass uses the Long pass completion range to throw at a Short yardage receiver.) and the ‘Throwing on the Run Table’ modifier.If the pass is complete, the yardage is resolved using the receiv-ers 'shortened' pattern. Note that quick passes thrown on the run remain quick passes. The entire intercept range for deep backs(s) covering the outlet receiver counts.Shovel PassA Shovel Pass can only be thrown from the Shotgun For-mation to a running back. No Shovel Pass inside the opponent 5-yard line.To resolve a Shovel Pass, use the quarterback's Quick Pass Completion Range and apply the adjustments from the Play Modifier Table. Roll the first FAD pass number against the adjusted Completion Range.A back to which a Shovel Pass is thrown is never "covered" by a defender. Individual Pass Defense Values, Double and Triple Coverage, and Uncovered Receiver modifications are ignored. A Shovel Pass may be intercepted only if a Pass Number 00 is rolled. In this case, use the ‘Spot of Interception Table’ to determine who intercepts the pass. If a Shovel Pass is complete, roll the FAD and use the running back's Rush Column to resolve the play. Shovel passes are completed 2 yards (-2) behind the line of scrimmage. No Blocking or Tackling Values or Run Number Modifiers are applied. If a BREAK roll occurs on the Run Number roll resolve as normal and subtract the 2 yards. Swing PassA Swing Pass can be directed to a running back or wide receiv-er, and cannot be called on or inside the opponent's 5-yard line. Use the quarterback's Short Pass Completion Range and apply the adjustments from the Play Modifier Table. Pass Deflect Values always are applied.Roll the first FAD, on the QB card consult the pass number and apply to the adjusted Completion Range. Int results only occur from the QB card, ignore the defensive player int range.If a Swing Pass is intercepted, consult the ‘Interception Return Table’ and use Row 1.If a Swing Pass is complete, roll the FAD, consult the Rush Number on the player card. No Blocking or Tackling Values are applied. Swing passes are completed 3 yards behind the line of scrimmage, so 3 yards must be subtracted from the play's yardage (-3 YARDS). If the player rolls in the BREAK range treat as a breakaway chance, remember to subtract 3 yards. Swing Passes cannot be thrown from the Shotgun.

Offensive StrategiesBelow are 6 strategies that can be employed in addition to or instead of the normal play call.Flop: This may only be called to the quarterback. It automatical-ly results in the loss of 1 yard (-1) - no FAD are rolled, and no fumble or injury is possible. Sneak: This may only be called to the quarterback. Roll 1d10. If the number is EVEN, the play gains 1 yard: if ODD, the play gains zero yards. If the first FAD rolled, yields a "Z", roll another set of die to resolve the "Sneak" and then roll a new FAD to resolve the meaning of the "Z" normally. Note: Flops and Sneaks do not count against the rushing rest rate of a quarterback. Draw Play: This play may only be called with an Inside Run to any back or the quarterback. If a Pass or Prevent Defense is in effect, add 2 to the run number when resolving the run (add 4 against a blitz). However, subtract 2 if any Run Defense is in effect. These modifiers are in addition to normal run number modifiers called for on each particular defense. When a quarter-back is running a rushing attempt, normal rushing rules apply. Play-Action: This may only be called with a Short or Long Pass. If any Run Defense is in effect, add 10 to the quarterbacks Com-pletion Range. If a Pass Defense has been called, subtract 10. If a Prevent Defense is in effect, subtract 20. Shotgun:To call the shotgun strategy the QB card is moved to the 'Shotgun' position before the defense completes shifting players on the display. • Can be used on Quick, Short, Long or Shovel Passes only. • Play Action cannot be used with Shotgun strategy.• Completion ranges are modified in addition to all other normal modifiers for Defense, defender Pass Defense, and receivers.• If you go into a “pass rush” situation (from roll or blitz), add +2 to the total pass blocking value of the offensive line• Throwing on the Run is not allowed from the Shotgun forma-tion.

5 wide receiver set: An offense has the option of placing a 5th receiver instead of a RB on its display. This receiver is lined up in the RB1 position, and can get redirects there. FL2 continues to get the RB2 redirects. Receivers remain eligible for end around only running plays. Calls made to the 5th WR are made using the RB 1 spot on the play selection chart.Double-Team Blocking: The offense may choose to Double-Team any defensive player. Double-Teaming may be called with any Running play.a) The offense secretly chooses with its play ONE defensive player(not a box) that will be Double-Teamed. Any defensive player can be chosen. If the player is in Row 2 or Row 3, the Double-Team only takes effect if the player blitzes or is moved to Row 1 before the plays are revealed.d) The offense announces the targeted defensive player as 'double teamed' in the course of announcing its play. Consult the 'Double Team Blocking Table' to determine the Primary Blocker. The offense must choose one of the Secondary Blockers listed on the table to "assist" the Primary Blocker.e) For running plays, if the Blocking Battle references the Primary Blocker in a Double-Team assignment, use a combined Blocking Value of '+4' for that position. If the Blocking Battle references the Secondary Blocker, use a Blocking Value of '+0' or the Secondary Blocker’s BV, whichever is LOWER.

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When revealing a Double Coverage call, the defensive coach must specify the identity of the double coverage defender (who must be free from primary coverage duties) and the defensive coach must also show which receiver(s) the double coverage is being applied against (LE, FL #2, BK 1, BK 3...) during Defen-sive Play Resolution by physically shifting the defensive back's card on the defensive display to share a box with the primary pass defender. If a receiver to which the pass has been thrown is double covered, ignore the Pass Defense value of the defenders.

Triple Coverage: This may only be called if a Pass or Prevent Defense is in effect and 2 players occupy Row 2 and 6 play-ers occupy Row 3. Specify who the defenders are and who is being triple covered, by shifting the defensive backs cards on the display to the primary pass defender's box. If a receiver to which a pass is being thrown is triple covered, ignore the Pass defense value of the normal defender. Instead, he is automatically considered covered by a combined Pass Defense Value of -30 to the Quarterbacks completion range. NOTE: If the defense meets the conditions of triple coverage, he may instead state that he is double covering TWO specified receivers. Double/Triple Coverage vs. Running Backs: Double or triple coverage against running backs require the same conditions with regards to formation and play calling as they do for identical coverage against ends or flankers.

Zone Pass Coverage: The defense can focus its coverage in any of these three corre-sponding sectors [eg, the Defensive "Left" is the same area as the Offensive "Left"or left end or left tight end, flanker 2, Offense Center refers to any player in the running back 1,2, or 3 position, and Offense right to the right end or right tight end, or flanker 1.]Use the table ‘Zone Coverage Modifier table’ to determine the modification to the completion ranges of Quick/Short/Long pass-es. If the play is redirected to a receiver other than the primary target zone, this modifier does not apply. The defense announces this coverage instead of a regular pass, prevent, or blitz call. The Shovel and Swing passes are not applicable to Zone Coverage.

Instead, the receiver is automatically considered covered with a combined Pass Defense of minus 14 to the Quarterbacks comple-tion range, regardless of the printed values of the defenders. Defensive Run Strategies:

Run Blitz Defense: On any offensive run playcall, the defense may call a ‘Run Blitz Defense’. The defense must move 1 or 2 Safeties into Row 1. Normal run defense modifiers apply except Safeties in boxes A or E have no modifier to TV, safeties in B,C,or D add plus 1 (+1) TV. Maximum 2 Safeties per call. Pass Completion range for a Quick, Screen, or Shovel Pass is unmodified. Swing, Short and Long Passes suffer a +3 to the QB Completion range.These modifiers are in addition to the normal play call modifiers. Example: Offense calls a Sweep Left with Back 1. The defense expecting a run call announces ‘run blitz + run key back’ this results in a -2 run blitz mod + (-4) for the correct back for a total run modifier of +6. If the offense has rolled a 5 yard result the modifier would make a (-1) yard result.

Pass Blitz: If the defense calls a blitz, this must be announced immediately before the offense reveals its play call. At this time, the defense must remove at least 2 and up to 5 linebackers and/or defensive backs from rows 2 and/or 3 on the Defensive Display. These are the players chosen to blitz. They can no longer tackle or provide pass coverage, but instead generate an additional 2 points of Pass Rush value each, plus the pass rush value on the player card. These blitzing players are also immune from injury during the play. They are placed back on the Display after the play has been fully resolved. Walking up Deep Backs: Up to 2 DBs may play in boxes A to E, see 'Position and Coverage Modifier' Table for tackle value modifiers. If a DB is doubling a box in the front row the doubled box is -3 instead of the usual -4. DB's may only be "walked up" to row 1 if 7 DL +LB are already in Row 1 and Row 2. If 3 defensive players occupy a box the TV becomes -4. (Row 2 Pass Coverage).

Center Field Zone Rule: Defense may elect to play a nickel (or dime) DB in box L and not assign him any coverage responsibil-ities. Subtract one from the QB’s completion range. This can be applied whether the defense is in a pass or a run defense. Must have at least 5 (nickel) or 6 (dime) DBs in the third row. The deep back in box L is eligible for interceptions off ‘Spot of Intercep-tion’ box L results.

Defensive StrategiesDefensive Pass Strategies:Below are 5 strategies available to the defense on each pass play. All the strategies are related to the offensive passing game. Each strategy may only be called under certain conditions, although their use is never mandatory. Double Coverage: This may only be called if a Pass or Prevent Defense is in effect AND a) 4 players occupy both Row 2 and Row 3; or b) 3 players occupy Row 2 and 5 players occupy Row 3 or c) 2 players occupy row 2 and 6 players occupy row 3 (in which case the defense may double-cover two receivers).

If the Primary Blocker is not referenced then use the value print-ed on the player card. Ignore the secondary blocker if blocking battle fails.

Exception if the offense is using the '5 wide receiver set'. DB's may occupy Row 2 (Boxes F to J) without penalty to tackle value. Row 2 boxes may contain only 0 or 1 player, regardless of position, for each running play called. Defensive backs (DB) may participate in single, double or triple, pass coverage in Row 2. See 'Double Coverage' or 'Triple Coverage' for any restrictions.

Defensive Line Stunts: Defensive linemen located in adjacent boxes [A-B, B-C, C-D, D-E] can run line stunts. The defensive player annnounces the line stunt and the boxes involved when announcing the defensive call. If the offense runs directly into the stunting linemen for instance: SL vs A or B, IL vs B or C, the Run number receives a -1 modifier. On passing plays, when a pass rush, the sack range is increased by a +5 modifier. It a run-ning back is kept in to block, the stunt is modified. Only one pair of defensive boxes can be called per play.

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Kicking GamePunts: On any down the offense may elect to Punt. A 2d10 roll is made and the punter card is consulted. The result indicating the yardage of the punt. Roll a 1d10 and consult the return (Ret) col-umn.. "FC" means "Fair Catch" and no return is possible: "PR" indicates a return. To return a punt, roll a new FAD and refer to the proper return column of the Punt Returner card. If the return result is a '1', a new FAD number is rolled. If the new number is within the asterisk range at the bottom of the player card the as-terisk result is the return yardage instead of the original yardage.Punter Card '20’ See Below': If the original roll is a '20' then 3 results are possible. Roll another 1d10, against the 'See Below' results. A '1' indicates the Long kick distance. If the d10 roll falls within the Blocked range then the punt is blocked. (See Blocked Punt Resolution). If the d10 roll falls within the penalty range then roll a FAD roll on the penalty table column 3 and follow the result. To determine the Punt number designate one die as the

Punt Rush: On any punt, the defense may choose to attempt an "All-Out Rush." Such a punt would be resolved normally, except ignore all results on the punter's card next to Number 10. If a 10 is revealed, roll a 1d10. Numbers 1-3 indicate that the punt is blocked and the defense recovers 15 yards behind the scrimmage line.

where the ball lands. For example, if a punter with a coffin corner adjustment of (-2) puts a ball on the four yard line, the punting team can modify the result to put the ball on the two or three yard line. The player must announce the adjustment before the return is rolled. All or none of the adjustment must be used upon calling for the adjustment.Fake Punt: The kicking team may elect to try a fake punt. Roll 1d10 and compare to the ‘Fake Punt Result Table’ for the out-come.

Blocked Punt:If a blocked punt is indicated from the punter card either team may recover and advance the ball.Resolve a blocked punt as follows:a) Roll 1d10 to determine who recovers the block, 1-7 and the receiving team recovers, 8-10 and the kicking team recovers.

Numbers 4-10 indicate that the punt was not blocked; for the punt distance, read the result off the punters card Number 11. If the punter has a "blocked" number range under run number 12 that is worse than 1-3, the penalty associated with an all-out rush is to add 2 to the blocked range of the punter (a 1-4 range becomes a 1-6, while a 1-3 range defaults to 1-4). The maximum return on any punt with an "All-Out Rush" is 3 yards. Coffin Corner: The punter may state before the first FAD is rolled that any punt is a "Coffin Corner." This means that the coach of the punting team must state a number of yards (at least 10 and no more than 25) that he wishes to automatically deduct from the punt's yardage. The pre-stated deduction must be applied no matter what the punt's result. If the Number resolving the punt is even, it goes out of bounds and no return is possible. If the num-ber is odd, the punt is returned normally (unless "FC" results). All punts that go into the end zone are a touchback and are put into play on the receiving teams 20 yard line. Non-Coffin Corner punts that land unreturned five yards or closer to the opponents goal line have the option of being returned normally or allowed to bounce into the end zone for a touchback. Coffin Corner Adjustments: Some punter card's have a 'CC" value printed in the bottom right. Coffin corner punts are resolved normally (announce the coffin corner punt, including the amount of yards deducted from the punt distance). If the punter has a coffin corner adjustment, that modifier can be used to adjust

b) Determine the Point of Recovery (PR) by rolling 2d10, adding the numbers (2-20 range). The result is the number of yards behind the line of scrimmage where the recovery is made. Blocks that go into the kicking team’s end zone are safeties.c) Use the 'Fumble Return Table' to determine the return yardage. If the kicking team recovers and a Run Number 1 is drawn for the return, ignore the asterisk next to the return yardage. If the kick-ing team recovers on any down other than fourth down, it retains possession. If the kicking team recovers on fourth down, it must make the yardage necessary for the first down to keep the ball.

Kickoffs: Three types (Regular, On-Side, and Squib) may be attempted and each is resolved differently. To resolve a Regular Kickoff, roll 1d10 and check the die roll column on the kickoff player card. The result indicating where the kickoff lands. (e.g.1 means at the 1 yard line). Consult the corresponding 'Ret.' column for any adjustment to the returner's run number A new 1d10 number is rolled and apply it to the proper return column on the Kickoff Return player card. The result indicates the return yard-age. 'TB' is a touchback. No return, ball placed at the 20-yard line. ‘OOB’ is out of bounds, penalty, the receiving team can take the ball at their 40 yard line or have the ball rekicked.

Kickoff Return Fumble: Fumbles on kickoff returns can take place on a Z event roll. For Kickoff Return Fumble events, roll against the returner’s fumble range. If the FAD roll is in the re-turners fumble range, roll a new FAD 01-50 recovery by returner, 51-00 kicking team recovers. No fumble advance occurs. Ignore fumbles on plays resulting in a touchback. No Force Fumble Adjustment is counted.

Onside Kicks: The kicking team may declare that any kick is "onside." In this case, roll FAD, 01-24 kicking team recovered and gains possession, 1st and 10 at midfield. 25-00 means the receiving team recovers the kick and gains possession 1st and 10 at midfield. Onside kicks are not returned. If a team attempts an onside kick and the result of the play is “kick out of bounds”, the receiving team gets possession of the ball at their 40 yard line.Onside Kick Defense: During a kickoff, the receiving coach may choose an "Onside Kick Defense." In this case, the kicking team recovers its own onside kick (assuming it wishes to perform it) on a FAD roll 1-12, while the receiving team recovers the onside kick on FAD roll of 13-00. Should the kicking team kickoff normally, the maximum return if an Onside Kick Defense is in effect is 20 yards Squib Kicks: The kicking team may declare that any kickoff is a "squib kick." Resolve such kicks as a regular kickoff but add 15 yards to the spot at which the kickoff return begins. In addition, add 1 to the number used to resolve the return (a 10 remains a 10). Extra-Points: After a touchdown, the scoring coach rolls FAD and refers to the place kicker card in order to see if the kick is good (1 point) or missed.

Punt Return: If the PR result was rolled then roll again and con-sult the punt returner card. The Long result is attained by rolling a 1 and then another 1. If a second 1 is not rolled use the #1 result.

“lead” die. If it’s a 0 or 1 read as is for both die (not add), 2 or greater add the die together. EXCEPTION: lead die 2 and other die 0 = 20

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Two-Point Conversion: The scoring coach has the option of attempting a 2 point conversion in lieu of an extra-point kick. With the ball placed on the defense 2 yard line, the scoring coach gets one play to put the ball into the endzone. If successful, the scoring team is awarded two points. All normal rules regarding offensive plays are still in effect with the following exceptions: • The defense may not score on any extra point attempt or two point conversion attempt: the ball is immediately dead when it is in the possession of the defense. • Any penalty against the defense during an extra point attempt or a 2 point conversion attempt can have the yardage assessed on the ensuing kickoff, if the attempt is successful, or immediately for another try. Field Goals: The offense may attempt a field goal on any down the ball is within the kickers range. To determine the kickers maximum range consult the player card. To determine the dis-tance of a field goal, add 18 yards to the scrimmage line. Subtract five (-5) for every yard from the kickers 50+ yards "good" range for every yard over 50 that a kick is attempted. To resolve the field goal attempt, the kicking team rolls FAD, apply this number to the kicker card in the proper range to see if the kick is good or missed. If good the kicking team is awarded three points. The of-fense kicks off after a successful field goal. After an unsuccessful attempt, the opposition takes over the ball, 1st and 10, from the spot of the kick, eight yards behind the line of scrimmage. If the spot of the kick was inside the 20 yard line, the opposition takes over at its own 20. Example: A placekicker with a good range of 1-58 for kicks of 50 yards or greater with a maximum range of 58 yards. The good range is reduced by 5 for each yard over 50, an attempt of 58 yards would be successful only on a FAD roll of 1-18. Fake Field Goals: Before any field goal attempt, the kicking team may declare that they are attempting a fake kick. If this op-tion is chosen, roll 1d10. If the result is 1-2, the fake attempt is a successful try; see the 'Fake Field Goal Good Result Table' if the run number is 30, the attempt fails and the defense takes control of the ball at the appropriate spot.See 'Fake Field Goal Table' for ball placement. No defensive call is made.

“Z” Events: Random occurences during a play such as fumbles, penalties or injuries. At the start of each quarter of play, roll 1d10 to determine the Z result number. Record the Z number on the scoresheet in the 'Z Number' section. If the ones die roll in a play matches for that quarter a Z event has possibly occured. Z events are only appli-cable if they are revealed during the first 3 FAD rolls in order to resolve a play. That is, a "Z" result is ignored if it is revealed after the third FAD roll to resolve a play. Multiple "Z" rolls are ignored when:a) On fumble recovery determinationsb) Extra Point Kicksc) Point of Interceptiond) Point of Recoverye) Fumble Recovery determinationsWhen a "Z" event is applicable to the play, finish resolving the play normally. Then, determine the meaning of the "Z" by rolling against the ‘Z Event Table’.‘Fumble’ and ‘Penalty’ are modified by the ball carrier’s fum range and forced fumble adjustment (on run or pass plays only)then roll on the Z Event Table. For Fumble resolution see (‘Fumbles’). Example - Z Event is called, the fumble range on the ball carrier is 89, so the penalty range on the Z Event Table is now 47-88, 89-00 for fumble. Further dice rolls determine the injured player (see 'Injuries'), or Penalty call (See 'Penalty Table'),

Penalties occurring on fake punt or fake field goal attempts are resolved using category 1. See 'Penalty Table' section for full details. Free kicks after safeties: After a safety is scored the kicking team may choose to use either their punter or kicker card. For the kicker use the kickoff card. For the punter use the Punter Card.• If the punter is used, Roll 1d10 on the card and add 15 yards

to the yardage result on the punter card (unlike normal punt formation, the punt is being done from the "line of scrim-mage" with no rush).

• Ignore a 10 die result and reroll a new 1-9 number. Because of no rush, disregard blocked kick results and offside penal-ties against the receiving team.

• All kicks are returnable (i.e., disregard “FC” results). Use the appropriate punt returner card. The receiving team could opt to fair catch (to avoid chance of a fumble?), but it is not required.

In the event of multiple penalties, the infractions will off-set if both teams have been offended. If a single team has multiple infractions against it, the offended team will choose which of the infractions to accept.

Penalties After Scores:Touchdowns: All dead-ball personal fouls and 15-yard personal fouls against the defense (including Roughing and Face Mask penalties) are assessed on the following kickoff. All other penal-ties must be declined to accept the score. If the offense commits a live-ball personal foul, the score is cancelled. The penalty is marked off from the spot of foul, and the down is replayed.

Penalty TableWhen a Z event shows a penalty. Roll FAD (01-50 on offense or kicking team, 51-00 on defense or receiving team) and refer to the appropriate penalty column.1- applies to all plays not covered in 2,3,4 below;2 - applies to Short and Long passes;3 - applies on Punts and their returns;4 - applies on all Kickoffs and their returns. Roll FAD again and find the range for the penalty. If the penalty call does not fit (ex. illegal motion on defense, then ignore call and return to normal play). Penalty Option/No Option: ‘No Op-tion’ penalties may not be declined. 'Option' penalties may be ac-cepted or declined.. If a penalty is declined by the non-penalized team, then the play's result and down expenditure are accepted.On Holding or Pass Interference note under the description on the ‘Basic Penalty Table’ the FAD roll to determine offending team.Individual team penalty tables are available from our website.

Field Goal Attempts: For successful field goals, dead-ball person-al fouls and personal fouls committed by the defense are assessed on the following kickoff. For missed field goals, personal fouls are assessed from the line of scrimmage.

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Time expenditure for Penalties:Delay, and Movement, Penalties:Time expenditure for Delay, and Movement, penalties depends on the previous play. If the preced-ing play was 10 seconds or less (i.e. stops the clock), the penalty expends no time. If the previous play did not stop the clock, a De-lay penalty expends 30 seconds, and Movement, Substitution, and Participation penalties expend 10 seconds. The penalized team may choose to use an available timeout to cancel Delay, Substitu-tion, and Participation penalties and replay the down.

on the kickoff in the second half or on the first play in sudden death. A dead-ball foul can never extend a period. Offense Penalties: On a foul by the offense on the last play of a half or game, the down is not replayed and the play is nullified,except fair catch interference and penalties committed by the offense after a turnover.

Penalties Near the End of a Half or Game Defense Penalties: If the defensive team is behind in the score and commits a penalty when it has no time outs left in the final 30 seconds of either half, the offensive team can decline the penalty and have the time on the clock expire. On a penalty by the defense on last play of a half or game, the down is replayed if the penalty is accepted.Any penalty on the defense not declined, except dead-ball pen-alties, may extend a period. If a live-ball penalty on the last play of a half or game is accepted, the down is replayed, except if the

• For completed passes, the FFA of the defender(s) covering the receiver who caught the ball is/are used. Thus if double or triple coverage is in effect, the FFAs are aggregated for that purpose

penalty takes place after a change of possession (i.e. personal foul after a turnover). A dead ball foul at the end of a half is enforced

Point After Tries: Defensive penalties are assessed on the follow-ing kickoff for successful tries, or from the line of scrimmage for unsuccessful tries. If accepted, offensive penalties that result in a loss of down cancel any score.Penalties Half the Distance to Goal-Line: Penalties that do not have a sufficient distance to the offenses or defenses goal line to be fully enforced will have a yardage "half the distance to the goal" enforced instead with fractions rounded up (a 15 yard penalty from the 11 yard line would be moved back 6 yards to the 5 yard line). Penalties can be halved to the 1 yard line after which the ball remains at the 1 yard line for subsequent penalties. If two roundoffs are applied to the same play, they effectively cancel each other (one roundoff applied in favor of the offense/kicking team and the other in favor of the defense/return team.)

10 second runoff: A team is not permitted to conserve time inside of one minute of either half by committing any of the following acts:(a) a foul by either team that prevents the snap (i.e., false start, encroachment, etc.)(b) intentional grounding;(c) an illegal forward pass thrown from beyond the line of scrim-mage;(d) any other intentional foul that causes the clock to stop.Penalty: For Illegally Conserving Time: Loss of five yards unless a larger distance penalty is applicable.When actions referred to above are committed by the offensive team, officials will run 10 seconds off the game clock. If the offensive team has timeouts remaining, it will have the option of using a timeout in lieu of a 10-second runoff. The defense always has the option to decline the 10-second runoff and have the yard-age penalty enforced, but if the yardage penalty is declined, the 10-second runoff is also declined.

FumblesAll players, except kickers and punters are rated with fumble ranges. If the Z result shows ‘fumble’, and the FAD roll is in range on the ball carrier for a fumble, roll FAD again for recov-ery, 1-50 fumbling team recovers, 51-00 fumbling team loses the ball. Roll on the ‘Fumble Return Table’ if recovered by non-fumbling team to advance the ball. Ignore fumbles that take place on field goal attempts, extra point and two point conversion attempts, plays involving touchbacks, plays that involve touch-downs, and incomplete passes. Forced Fumble Adjustment: (FFA) Defensive players have a number next to 'Fumble' on their card. On running plays, the individual FFA on the defensive player’s card from the blocking battle is used to modify the ball carrier’s individual fumble range. If more than one player is indicated in the blocking battle (double box on row 1, or two boxes are indicated) than the FFA of those players is AGGREGATED for the final adjustment. If two players occupy the referenced box then both FFA are added to the ball carrier fumble range. • For sacks, the defender who made the sack is determined and the player’s FFA is used to modify the QB’s sack fumble number range. To determine who made the sack we suggest that you add the pass rush values of the cards in Row 1 and then roll dice as you see fit.

The non-penalized team always has the option of declining any Delay of Game penalty. Ignore Delay penalties when the Hur-ry-Up or No-Huddle Offense is in effect.

InjuriesInjuries: If an injury Z Event is rolled. FAD roll on the ‘Injury Table’ to see who is hurt.The table will designate an offensive player with two initials or a defensive box with one initial. If two defenders occupy an indicated box, then one of the players is se-lected at random, but if the box is empty then nobody is injured. Some injuries are labeled "BC"; stands for "ball carrier" and re-fers to the player who was carrying the ball when the play ended. When an injury occurs, roll another FAD number and refer to the ‘Injury Duration Table’ for time missed. Injuries cannot take place on any kicking plays. Ignore “BC” results on kicks and incomplete passes. Players have a games played (GP) rating on the card. To find the maximum for games missed subtract GP-16. Ignore cumulative injuries to a player that equal greater than 16 games.(Ex. Player A has a GP of 15, he has already missed a game in the season, on his next injury roll, another game +1 is rolled. This is converted down to rest of game.) If a player is Rest of Game or Game + injured then do the following: Rest of game: Make a note to roll FAD on the ‘Injury Check table’ prior to the next game kickoff and check the game readi-ness of the player. Make another FAD roll against the designation (Probable, Questionable, Doubtful) and if the roll is in range the player also misses the next game. This roll is only done for the game following a rest of game injury. 16 game played players are not eligible to be out additional games. Game +: Roll FAD on the ‘Game Plus table’ cross-reference games played on the top against the roll on the left to find dura-tion of injury. A number only is games missed in addition to the rest of the present game. Or a length of time to be missed in

All other penalties must be declined to accept a score. A success-ful field goal also may be cancelled to accept a penalty.

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TimingA game consists of four quarters, each of 15 minutes. Each play expends a certain number of seconds that are recorded on the score pad. A penciled "X" in a box represents 10 seconds of time; a "/" (or slash) represents 5 seconds. Consult the 'Time Elapsed on Game Clock' Table to determine the time expenditure of each play. Out of Bounds: To determine if a play is out of bounds roll 1d10 and record the number on the scoresheet under ‘OB Number’ before each quarter. If the last FAD roll resolving a play has the same ones digit rolled as the OB number, the play ends out of bounds. Exception: Inside runs are never out of bounds. The Z and OB numbers may be the same. Sacks: Timing for sacks is considered the same for running plays. 3-Minute Offense: Any play that begins 3 minutes or less from the end of the 2nd or 4th quarters may be run in a time con-serving fashion by declaring that it is instituting a "3-Minute Offense". This decision may be rescinded at the end of any play voluntarily and is automatically rescinded when the ball changes possession. It is never in effect on any kicking plays. Each play run with a 3-minute offense uses up One-Half of its normal time expenditure but is penalized in the following ways: a) On a run or Screen pass, its final yardage is halved (round fractions up),with the exception that a play that would normally be a touchdown is not halved so that the score may stand; b) Non-Screen Passes have the quarterbacks completion range reduced by 8 in addition to other normal modifiers. Time Outs: Two forms of time outs exist during the game. The first are the official timeouts which occur at the end of the first and third quarters and at the two-minute mark of the second and fourth quarters. The second are the team timeouts which each coach can use at their discretion. Each team receives 3 time outs per half. A time out may be called after a play that takes more than 10 seconds. The clock automatically stops when there are exactly two minutes to play in the 2nd and 4th quarters (even if a play is run that would normally bring the clock below the 2-minute mark). Team time outs can not be transferred from half to half. 3 timeouts maximum to begin the game or second half.In addition to the game time considerations previously men-tioned, a timeout (whether official or a team timeout) will count as a play from scrimmage for the purposes of rest rate recovery and injury recovery. These recovery effects do not take effect if a team timeout is called following another timeout. In all instances a play from scrimmage must separate timeouts of any variety for the recovery effects to be in effect. No Huddle Offense Timing: If the offense is operating in a no-huddle in timing for all 40-second plays are cut in half (20 seconds for in bounds plays). Out of bounds plays are still 10 seconds (the offense is coming up to the line without a huddle, but the clock is stopped while they are doing it). Any non-Inside Runs and completed passes that have their yardage determined by an EVEN Number automatically end up out of bounds. Such plays that are resolved by ODD Numbers stay in bounds (unless they go out of bounds normally). Incomplete passes are unaffect-ed by out of bounds considerations.• Offense can declare no huddle after any play. Both teams can make any player substitutions at this time.

Flop: The offense may elect to kneel down. The QB takes one step back and the clock runs for a full-40 second play. The de-fense can call timeout to halve the time used. No FAD are rolled and the play loses 1 yard attributed to the QB. This play does not count against the QB rushing rate.No play may expend more time than is necessary to bring a quar-ter to a close. No half may end on a defensive penalty. If such a penalty occurs on the last play of the half, a special play is run, expending no time, bringing the half to a close. No-Huddle OffenseThe No-Huddle Offense may be used at any time during the game. The offense announces its intention to initiate a No-Huddle before the next play begins. The No-Huddle remains in effect until: the offense voluntarily rescinds it at the end of a play; the offense substitutes a player; a timeout is called; a punt or kick isattempted; or a change of possession takes place. The No-Hud-dle is never in effect on punt or kicking plays. Plays during the No-Huddle proceed normally with the following exceptions:a) Substitution: When the No-Huddle is announced and before the first No-Huddle play is run, each team may substitute its players normally. As long as the No-Huddle Offense remains in effect, no additional substitutions may be made by either team until the No-Huddle Offense is rescinded or until the clock isstopped. Plays that stop the clock include those that involve or end in: a timeout; penalty; injury of one game or more; out of bounds; fumble; incomplete pass; Spike; field goal attempt; orchange of possession. Offensive and defensive formations always can be modified freely.b) Time Expenditure: Each play run during a No-Huddle Offense uses HALF of its normal time expenditure (except Spike and Delay of Game penalty). Consult the Timing Table for the time expenditure of plays run during a No-Huddle Offense.c) Yardage Modification: During the No-Huddle Offense, the final yardage for any Run, Screen, Shovel Pass, or Swing Pass is reduced by HALF (round down). Touchdowns and plays involv-ing negative yardage are unaffected.d) Completion Range Adjustment: During the No-Huddle Offense, the Completion Range for Swing Passes, Short Passes, and Long Passes is reduced by THREE (-3) in addition to normal adjustments.

• Plays are resolved normally (compared with the 3-minute of-fense conditions below).• No (-4) completion penalty (though any receivers that get tired will have the -4 endurance penalty until they get off the field)• Run yardage is not halved for non-TD runs (though any runners that get tired will have the -2 yardage penalty until they get off the field)• No extra “out of bounds” results (only non-inside run plays with an “OB” on the FAD roll are ruled as out of bounds plays)Spike: The offense can Spike the ball to "stop the clock" only after a play that does not stop the clock. Plays that stop the clock include those that involve: a timeout; penalty; injury of one game or more; out of bounds; fumble; incomplete pass; field goal at-tempt; or change of possession. A Spike reduces the time expen-diture of the preceding play by HALF. No play can be reduced below 10 seconds by a Spike. No FAD are rolled, and a Spike expends one down and 5 seconds.

play with fumble, calling a time out, end of quarter)

• For the remainder of the “no huddle” neither team may make any substitutions (exceptions: play with injury, play with penalty,

the present game. number of plays, quarter, half, rest of game.

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Rest Rates: All backs, receivers and quarterbacks receive a spe-cial letter or number value on their cards. This is their endurance or rest rate, and the value appears next to the injury rate as RR:the first number is rushing, second number is receiving, for QB a sin-gle letter below the player name and a number for a rushing value in some instances. No other players time on the field is controlled by a rest rate and they are eligible for as many appropriate plays as possible. Rest rate values have the following meanings: Quarterback:A= A quarterback with this rating must start and play quarterback for the entire game unless injured. Only inside running plays, flops and sneaks may be called to the quarterback. If a team pos-sesses 2 "A" quarterbacks, either one may start the game. If you have two QBs with the same rest rate (both "A" or, if you have no "A" QBs, both "B"), you can replace the starter with the other QB at any time. However, the QB you bring in must stay in for the duration of the current possession. Either QB can be se-lected to start your next possession, and you still have the option of bringing in the other at your discretion to finish the possession. B= A quarterback with this rating may start the game in the absence of an uninjured "A" quarterback. This player may only enter the game in substitution for an injured quarterback, provid-ing there are no healthy quarterbacks with a higher rest rate rating available to substitute. The substituting quarterback may stay in the game only until the injured quarterback is again healthy. Coaches may substitute "B" rated quarterbacks into the game if their team is ahead or behind by at leaset 21 points ergardless of injuries.

Rest rate considerations are in effect only for rushing attempts; a tired status does not effect the quarterbacks throwing ability.

Four (4)= This type of player may only have a play directed at him once per quarter. Penalties for violating this restriction are the same as #1 above. Quarterback Rushing Rest Rates: Some Quarterback cards have rushing rates that determine the frequency and type of running play the player may attempt. A quarterback card with a rest rate may attempt a rushing play with the identical frequency and type as a running back of the same rest rate. Such quarterbacks may attempt either inside runs or sweeps. Quarterbacks with a rest rate of 3 or 4 suffer penalties for "tired" rushing as do running backs with the identical rest rate. A quarterback card without a rest rate is limited to inside rush at-tempts once per half. These quarterbacks may not be rushed tired. All quarterbacks may perform flop and sneak type rushes without consideration for rest rate. Scrambles are similarly exempt from rest rate consideration.

WeatherTo add a touch more realism we have included weather rules. Roll 1d10 prior to kickoff and refer to the 'Weather Impact Table'. If weather impacts the game roll on the ‘Type of Weather Table’ and then refer to the ‘Weather Adjustment Table’ for the specific game mechanics altered. Note if wind is indicated then choose a direction for the first quarter and 3rd quarters, in the 2nd and 4th quarters the wind will blow in the opposite direction.This way the wind direction an matter for kicks.Or you are free to use any weather effect that both coaches agree on. Ignore weather for dome stadiums.

Hurry-Up Offense: The Hurry-Up Offense may be used at any time during the game. This offense is similar to the No-Huddle, but it provides more opportunities to reduce the time expenditure of plays. The Hurry-Up Offense remains in effect until: theoffense voluntarily rescinds it at the end of a play; the offense substitutes a player; a timeout is called; a punt or kick is attempt-ed; or a change of possession takes place. The Hurry-Up Offense is never in effect on punt or kicking plays. Plays during the Hur-ry-Up proceed normally with the following exceptions:• Substitution, Time Expenditure, and Yardage Modification: Same as No-Huddle Offense.• Completion Range Adjustment: During the Hurry-Up Offense, the Completion Range for Swing Passes, Short Passes, and Long Passes is reduced by FIVE (-5) in addition to normal adjustments.• Out of Bounds: During the Hurry-Up Offense, any non-Inside Runs and completed passes that have their yardage determined by an EVEN umber automatically end up out of bounds. Such plays that are resolved by ODD Numbers stay in bounds (unless they go out of bounds normally). Incomplete passes are unaffected by out of bounds considerations.

NOTE: A tired player must leave the field to rest, a player who does not leave the field remains tired and appropriately penalized regardless of the number of plays that occur. Two (2)= This type of play may only have a play directed at him if the 2 immediately preceding plays were not directed at him. Penalties for violating this restriction are the same as #1 above. Three (3)= This type of player may only have a play directed at him once per possession. Penalties for violating this restric-tion are the same as #1 above. Possession ends when the ball is intercepted or lost by fumble; multiple occurrences of these may return the ball to the offense during the course of a single play, if so, the offense begins a new possession at the end of the play.

C= A quarterback of this rating is similar to "B" rated quarter-backs with regards to substitutions due to injury or point spread. A "C" rated quarterback may start or be substituted into a game only in the absence of a higher rated (A or B) quarterback. Running Back, Fullback, Wide Receiver, Tight End (See the ‘Rest Rate Modifier Table’ for complete modifier breakdown): Zero (0)=This type of player may have a play directed at him an unlimited number of times per game without adverse modifica-tion. One (1)= This type of player may only have a play directed at him if the immediately preceding play was not directed at him.

(An "immediately preceding" play is any play that involves the rolling of a FAD, be it an extra point, penalty or an offensive play by either side). If a FAD directs a pass to a receiver different from the original one, resolve the pass normally but the player to which the pass was directed is considered "tired", not the re-di-rected receiver.

Sudden-Death To determine the winner shall prevail when the score is tied at the end of the regulation. Under this system, the team scoring first during overtime play herein provided for, shall be the winner of the game and the game is automatically ended upon any score (including a safety).At the end of regulation playing time, toss a coin, in accordance with rules pertaining to a usual pregame toss. The visiting team is to again call the toss.There shall be a maximum of one 15-minute period. If neither team has scored, the game shall result in a tie.

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Draft League One of the joys of a game that includes individual player cards is the ability to build leagues and have many people involved. Below you will find only a sampling of rules you can use for your draft league.Start a new league:Teams can decide from many methods on setting up a league.• Each player choose a favorite or core team, keep 6 players and cut all other players into a draft pool. • Each player choose a team and dump all the players into an open draft. One thing to watch for is "team inflation", if you have too many complete pro teams in the draft, you will find the game boring as all the superstars play and no thought goes into roster management.• Choose a specific conference or division of teams to draft.Draft: If you are a player of fantasy sports the concept of the in-person draft should be readily available to you, if not choose a random draft order and allot a time limit per pick. Lay out the player cards with space for teams and their displays for displaying drafted players. FanDraft Youth software is a great tool to conduct an in-person or long-distance draft. With a little prep work the draft becomes an interactive affair, complete with a draft board and recorded draft day actions.The Youth software allows for easy text file import but if you want PT Games can build your text file for a small fee. Just contact us. If you are interested in the FanDraft software. http://www.fandraftlittleleague.com/ League Setup: If you are tech savvy we suggest setting up a league website. the complexity of it is up to you. Google offers free message board space and document storage.The league hierarchy is up to the league as a whole. A commis-sioner can be appointed or league majority voting.Leagues can be setup as contract or non-contract. Contract leagues use either real contract data for players for base player value can be determined by the league. Non-contract leagues operate as most fantasy teams and not have a value assign to the player. Below is an example of one league's contract based off season procedures. After the Rules are a step-by-step guide to the complete Off Season process.RULES1) All contracts are for between 1 and 3 years and can be extend-ed by a further year once.2) At the time of signing/extending, an NFL starter must be paid at least the average starters salary for his position. The exception to this is during Free Agency 1 and Free Agency 2 bidding where the player simply goes to the highest bidder and the only restric-tion on the bid is that it must be for at least the minimum salary for that season.3) When releasing a player before his contract expires, 25% of his salary counts towards the cap for each year left on his contract for the next season only. If he's picked up as a free-agent later in the off-season by another team then you get that money back.

Player card duplication may occur if a player appeared for multiple teams during the season. It is up to the player to remove duplicates as they see fit.

Roster SizeFootball Bones comes with cards for most of the players on the roster at season's end. As such generally more than 47 players are included per team. Each team has 47 roster slots that can be filled on game day. Any players above 47 are considered "in-active" for the game and are set aside. Two (2) of these 47 are considered emergency replace-ments and are eligible only if a position becomes depleted.

Each team shall be entitled to two timeouts. The general pro-visions for the fourth quarter of a game shall apply. Coaches’ challenges will not be allowed.Following a coin flip, the following shall apply:(a) Both teams must have the opportunity to possess the ball once during the extra period, unless the team that receives the opening kickoff (Team B) scores a touchdown on its initial possession, in which case it is the winner, or Team A scores a safety on Team B’s initial possession, in which case Team A is the winner.(b) If the team that possesses the ball first scores a field goal on its initial possession, the other team (Team A) shall have the op-portunity to possess the ball. If Team A scores a touchdown on itspossession, it is the winner. If the score is tied after Team A’s pos-session, the team next scoring by any method shall be the winner.(c) If the score is tied at the end of a 15-minute overtime period, or if Team B’s initial possession has not ended, another overtime period will begin, and play will continue, regardless of how many 15-minute periods are necessary for plaoff games.(d) At the end of the first and third extra periods, etc., teams must change goals.(e) At the end of a second overtime period, timing rules shall ap-ply as at the end of the first half. At the end of a fourth overtime period, timing rules shall apply as at the end of the fourth quarter.(f) Coaches’ challenges will not be allowed.

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4) When re-signing a player whose contract has expired, the player must be given at least a 10% increase over their last salary or the minimum starter’s salary if he is a starter.5) You may not cut or release a player you acquire in a trade during the off-season you acquired him.6) You may only trade players and draft picks, not cash or any-thing else!7) Trades may be conducted at any time but do not become effec-tive until the next off-season (they may also take place during a future off-season).8) All players whose contract has expired are termed Restrict-ed Free-Agents until after the Restricted Free Agency phase is complete. You can protect up to 4 of your players by using the Franchise & Transitional tags and extending one contract. All other players are eligible for bids.9) Players given Franchise or Transitional contracts may NOT be cut later in the same off-season, you must retain them for at least the next season.10) You may elect to use the Contract Extension option AFTER the RFA bidding and re-work the contract of an RFA you have just signed rather than one of the players on your roster from the previous season.11) No team may bid for more than 3 restricted free-agents in one off-season and each player bid for must be from a different team.12) The minimum bid for a restricted free-agent is the amount his current team would have to pay him to re-sign him – current minimum salary, 10% increase or starter’s salary, whichever is higher.13) A player who is signed away from another team as a restrict-ed free-agent must be given a guaranteed contract for three years, i.e. he cannot be released or traded until his contract ends even if he does not have a card for one of those 3 seasons. It is permis-sible to extend his contract into a fourth year which would have the usual effect on his salary. A player who received an RFA bid that was matched must be retained by the matching team for at least one season, after which he may be released subject to the usual rules. Note that this does not stop him being traded in that same off-season as the trade enforces the same restriction on his release.14) All salaries are to the nearest $0.0005 million.15) Players signed or re-signed and released later in the same off-season do not count against the Salary Cap.PROCEDURE1) Release players whose contracts have expired that you do not wish to retain. You get all their money back against the Salary Cap

4) Optionally extend the contract of 1 of your players for a further year. For example, your QB earns $4m over 3 years. Extending his contract means that he now earns the same $12m (3 x $4m) but over 4 years - $3m a year, saving $1m against the cap. This is subject to the usual rules on minimum and starters salaries.5) Optionally designate 1 player your Franchise player. The new salary is the average of the highest 5 salaries at his position or 125% of his current salary, whichever is higher.6) Optionally designate 1 or 2 player(s) a Transitional player. The new salary is the average of the highest 10 salaries at his position or 120% of his current salary, whichever is higher.7) Details of Franchise, Transitional and Extended Contracts and any players released or retained sent to nominated contact, consolidated and communicated.8) Restricted Free Agency Phase - staying under the Salary Cap and following Rules 9-14.9) Restricted Free Agent Bids sent to nominated contact, consoli-dated and communicated.10) You have the right to match bids on any of your restricted free-agents. If you do not, you will receive compensatory draft picks dependent on how many players you lose and the amount of the bid relative to the current salary figures.11) Decisions sent to nominated contact, consolidated and com-municated.12) Cut any players that you don't want, part of their salary will count against the cap in the coming season (Rule 4). This is to free up money for Free Agency Phase 1.13) Re-sign players on your team whose contracts have expired - staying under the Cap.14) Decisions on cuts/resigns sent to nominated contact, consoli-dated and communicated.15) Free Agency Phase 1 - player goes to highest bidder. Contract length then team with best record last season count as tie-breaks in the event of the same value contract being offered. You must stay under the Cap and can not bid for a player who you have cut/released this off-season.16) Bids sent to nominated contact, consolidated and communi-cated.17) Draft takes place online.18) Results of Draft and revised Roster communicated out.19) Cut/Release/Trade players to get back below the Salary Cap.20) Decisions on cuts/releases/trades sent to nominated contact, consolidated and communicated.21) Free Agency Phase 2 - player goes to highest bidder. Contract length then team with worst record last season count as tie-breaks in the event of the same value contract being offered. You may only spend up to the Salary Cap and may sign players who you released this off-season, as long as they were released prior to FA2 commencing.22) Bids sent to nominated contact, consolidated and communi-cated with revised Roster.

2) Decide what you want to do with players who do not have a card in the upcoming season. You may retain their rights by pay-ing them half of their previous season’s salary. If their contract has expired then you can give them a new one-year contract and pay them half what the new salary would be if they did have a card. This means that you are effectively delaying their entrance into Free Agency until they are fit again.3) Decide whether to retain any players who did not have a card in the previous season who you retained under step 2 the previ-ous season. If their old contract has not yet expired then simply double what you paid them last season or release them subject to the usual penalty. If their contract has expired, they are treated as a Restricted Free Agent.

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Audible: The offense may elect on a play to announce an “audi-ble”. This can occur after the defense has moved it’s players, and before the first FAD roll has occurred. The Offense will announce “Audible” at which the offense can elect to change his play se-lection. Neither the offense or defense may switch personnel, but the defense gets to reposition their players and then announce the defensive play call.Motion: The offense may elect to put a man in “Motion”. After the Offense has announced that he is set and, before the defense announces its play and the first FAD is rolled to say “Motion” at which time he may move one player. A Running Back, or Wide Receiver (No Tight End) from the box they presently occupy to another unoccupied box. The offense may only move one player per play and with the following restrictions. The Defense can respond by moving one player to cover the man in motion only.• The offensive display must stay as a legal setup as described in the Offensive Display section. • No players can be substituted from the Offense or Defense.

• The BK 1,2 and 3 slots may be left open as the RB can move to FL #2, any passes re-directed to the BK slots are incomplete.• Audible and Motion may not be called on the same play. • 'Z' Injuries are assigned to the new position.Pass Battle: The Pass Battle is a battle similar to the blocking battle for rushing plays. For non-pass rush plays, a blocking bat-tle from the 'Running Play' table is rolled. The Offensive player decides inside or sweep for the play direction. Right or Left side is determined by receiver side of the field. The Pass Blocking (Offense) and Pass Rush (Defense) values of the blocking battle players are compared and the quarterback’s completion range is altered for the battle. Timing Rules: The result is that the following plays (Plays ending up out of bounds, Penalty, Injuries) previously marked as 10-second plays are now marked as 40-second plays. Note that an incomplete pass remains a 10-second play.In the second half, the time remaining on the clock at the snap of the ball is used to determine if this rule is in effect. For example, if there was 5:15 on the clock and a play was a run out of bounds, the play would be a 40-second play and the time on the clock at the time of the next play would be 4:35.Challenge: The Offense or Defense may elect to challenge the outcome of a play. • The Challenge is a recalculation of the outcome of a play. If you think a play’s outcome was calculated incorrectly, the player may elect to say “Challenge” and have the play’s outcome (Modifiers, rules) to be recalculated. If successful then no timeout is charged, if you lose then a timeout is charged.• Two Challenges per game are allowed and none in the last 2 minutes of either half. For official Challenges in the last two minutes, both players would agree to review the FAD rolls and the modifiers with no timeout charged to either team.

Pass RoutesThe offense can designate the type of pass pattern that each individual receiver will run for Quick, Short, or Long passes. Screen, Shovel, and Swing Passes can only be called to the original intended receiver. When the 'Pass Receiver' FAD roll redirects a pass to a secondary receiver, the pass route will change to the corresponding secondary receiver's route. Com-pletion Range adjustments from individual Pass Defense Values, type of Defense, and Double and Triple Coverage also will change. (i.e. Play called is a Long Pass to the FL, the pass is re-directed to the LE, the player had the LE on a quick pass pattern. The play is immediately switched to match the LE quick route.)

3 Tight EndsPlace 2 TE in the tight end position on the display and the third tight end in the running back 1 position. Passes and runs cannot be directed to the tight end in running back 1 position. Redirects fall incomplete unless in the QB int. range. The 3rd tight end is for blocking purposes only. 6 Offensive LinemenPlace the extra (6th) offensive lineman in the tight end position. Only Offensive Lineman (OL)may occuy the TE position. The player cannot have a pass or run directed or redirected to him. Passes to the tight end position will fall incomplete, check for interception. Injury calls to the tight end (right or left) do affect the offensive lineman occupying the box. Box I on the defen-sive display covers the right TE position and Box G covers the offensive left TE position for blocking battle and redirect pass intercept checks. If 6 OL are in use no split end may occupy the same side.

Special Teams Returner Designation The player determines the order of returners 1-4. 1 is the most frequent to 4 least frequent returmer. If only one returner that player receives the 1-4 range and will be the designated returner for all kicks of that type.

Injured players can be placed on the Injured Reserve (IR) list. If you place a player on IR, they must stay there for at least four (4) games. A player on a team's IR list does not count against that team's 47 player roster limit, allowing another player to be signed off the waiver wire (at least until the original player returns from the IR list).

Optional Rules: Use the optional rules to enhance your game experience. Note that in solitaire play the 3 TE and 6 OL are mandatory.

Acknowledgements I want to thank Jim Barnes for the permission to use the Statis Pro name and game system as the basis for this version. Also per-mission from James Gordon for his variants to the original game including weather and solitaire rules. Andy Lewis for so much Excel help. The entire BFL league for 25+ years of fun and help with this project. Grant Baker for his amazing displays and fields. My sons Chris and Mike for helping playtest or just listening to me. And certainly, most importantly, my wife Amy, the love of my life. The one person that had to put up with too much missed time together as I worked through this variation on the best foot-ball boardgame I have ever played.

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