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Conducting Season Replays & Tips APBA FOOTBALL APBA FOOTBALL Conducting Season Replays & Tips for Solitaire Play

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Conducting Season Replays & Tipsfor Solitaire Play

APBA FOOTBALLAPBA FOOTBALL

Conducting Season Replays & Tipsfor Solitaire Play

• Preparation• Standardization• Setup• Method of Play (Neutral Downs)• Method of Play (Trick Plays)• Method of Play (Situational Downs)

IntroductionIntroduction

• Preparation• Standardization• Setup• Method of Play (Neutral Downs)• Method of Play (Trick Plays)• Method of Play (Situational Downs)

• Recommend using Phil Milloy’s “DiceRange Calculator” as an alternativeto Section III of the APBA rule book• Determine Receiver, Sack, & Interception

Allocations for every team• Accurately reflects the substitutions within

all personnel packages– Pro-Set, 2TEs, 3WR, Standard, Nickel &

Dime Defenses• Speeds up play

– Only one dice roll required instead ofrolling until a starter is selected

– Eliminates having to “rotate” players• Reserve players are active participants

PreparationPreparation

• Recommend using Phil Milloy’s “DiceRange Calculator” as an alternativeto Section III of the APBA rule book• Determine Receiver, Sack, & Interception

Allocations for every team• Accurately reflects the substitutions within

all personnel packages– Pro-Set, 2TEs, 3WR, Standard, Nickel &

Dime Defenses• Speeds up play

– Only one dice roll required instead ofrolling until a starter is selected

– Eliminates having to “rotate” players• Reserve players are active participants

Dice Range CalculatorDice Range Calculator

• Optional Innovations– “Fletch67” Defensive Ratings (S.Fletcher)– H. Ahlskog’s “Forced Fumble & Recovery”

Charts– H. Ahlskog’s “Fumble Frequency

Number” for skill/special teams players– Sack Modification (Barath)

• Upon sack, determine defender through“Allocation” system

• Roll dice, if dice roll is between 11 – 51, awarddefender full sack.

• If dice roll is 52 -66, roll dice again and checkfor new defender via “Allocation” system.

• If same player, award defender full sack. Ifdifferent defender, each player is awarded ½ asack.

PreparationPreparation

• Optional Innovations– “Fletch67” Defensive Ratings (S.Fletcher)– H. Ahlskog’s “Forced Fumble & Recovery”

Charts– H. Ahlskog’s “Fumble Frequency

Number” for skill/special teams players– Sack Modification (Barath)

• Upon sack, determine defender through“Allocation” system

• Roll dice, if dice roll is between 11 – 51, awarddefender full sack.

• If dice roll is 52 -66, roll dice again and checkfor new defender via “Allocation” system.

• If same player, award defender full sack. Ifdifferent defender, each player is awarded ½ asack.

• Optional Innovations– “Sack & Interception” Ratings

• Based off each team’s sack & interception per attempt

– "Yards Per Catch" (YPC) Receiver Ratings• Distinguishes between deep threats, possession

receivers and RBs catching out of backfield

– “Penalty Tables” & Charts• Rates teams propensity for being penalized against a

particular opponent

– “Kick Coverage” Tables• Rates team’s ability to cover kickoffs & punts

– “Kick Returns” Tables• Rates team’s ability to return a kick or punt

Proprietary to Mark ZarbProprietary to Mark Zarb

• Optional Innovations– “Sack & Interception” Ratings

• Based off each team’s sack & interception per attempt

– "Yards Per Catch" (YPC) Receiver Ratings• Distinguishes between deep threats, possession

receivers and RBs catching out of backfield

– “Penalty Tables” & Charts• Rates teams propensity for being penalized against a

particular opponent

– “Kick Coverage” Tables• Rates team’s ability to cover kickoffs & punts

– “Kick Returns” Tables• Rates team’s ability to return a kick or punt

• Create team index cards for each team– List all receivers on team roster

• Ratings, allocation number & YPC ratings

– List offensive & defensive indexes– Fletch67 ratings with associated keying

rating– Sack/Interception rating– Annotate actual rushing long for rushers

• Back of team index cards– List all defensive players who recorded a

sack or an interception• Sack/Interception allocation numbers

– Skill & special team players FFN, if applicable

PreparationPreparation

• Create team index cards for each team– List all receivers on team roster

• Ratings, allocation number & YPC ratings

– List offensive & defensive indexes– Fletch67 ratings with associated keying

rating– Sack/Interception rating– Annotate actual rushing long for rushers

• Back of team index cards– List all defensive players who recorded a

sack or an interception• Sack/Interception allocation numbers

– Skill & special team players FFN, if applicable

Team Index CardTeam Index Card

• Create data collection Excelworkbooks for each team– Capture team & individual stats– Comparison of Actual/Replay Stats

• Create Master workbooks for eachLeague (AFC & NFC)– Link Team workbooks to Master

• Standings & points scored/allowed• Team Offense & Defensive Categories

– Compare league average against replays• Individual Statistical Categories

– Passing, Rushing, Receiving, Interceptions,Sacks, Field Goals, Punts, Punt & Kick Returns

PreparationPreparation

• Create data collection Excelworkbooks for each team– Capture team & individual stats– Comparison of Actual/Replay Stats

• Create Master workbooks for eachLeague (AFC & NFC)– Link Team workbooks to Master

• Standings & points scored/allowed• Team Offense & Defensive Categories

– Compare league average against replays• Individual Statistical Categories

– Passing, Rushing, Receiving, Interceptions,Sacks, Field Goals, Punts, Punt & Kick Returns

Team WorkbookTeam Workbook

Master League WorkbookMaster League Workbook

• “RP Plays”– Only allow one per team per situation

• Run Plays (RP1- RP4)• Pass Plays (RP5 – RP 8)• Kicks (RP9 – RP 10)• Punts (RP18 – RP 20)• Placekicking (RP11 – RP 13)• Returns (RP14 – RP 17)

– Any additional RPs will be treated as apenalty (board result 35)

StandardizationStandardization

• “RP Plays”– Only allow one per team per situation

• Run Plays (RP1- RP4)• Pass Plays (RP5 – RP 8)• Kicks (RP9 – RP 10)• Punts (RP18 – RP 20)• Placekicking (RP11 – RP 13)• Returns (RP14 – RP 17)

– Any additional RPs will be treated as apenalty (board result 35)

• Running Plays– Outside Run

• Carded runners 5, 7, 9 (100%)• Carded runners 15, 16, 17

– Outside & Inside Runs (50/50)– Monitored in increments of 10

– Inside Run• Carded runners 4,6, 8 (100%)• Carded runner 15, 16, 17

– Outside & Inside Runs (50/50)– Monitored in increments of 10

StandardizationStandardization

• Running Plays– Outside Run

• Carded runners 5, 7, 9 (100%)• Carded runners 15, 16, 17

– Outside & Inside Runs (50/50)– Monitored in increments of 10

– Inside Run• Carded runners 4,6, 8 (100%)• Carded runner 15, 16, 17

– Outside & Inside Runs (50/50)– Monitored in increments of 10

• Running Plays– Outside Run

• Carded runners 5, 7, 9, 15, 16, 17– Outside & Inside Runs (60/40)– Monitored in increments of 10

– Inside Run• Carded runners 4,6, 8, 15, 16, 17

– Outside & Inside Runs (40/60)– Monitored in increments of 10

– Limit runners to their actual long gain• Board results 1, 2, 13, 14 & 31 - 36

StandardizationStandardization

• Running Plays– Outside Run

• Carded runners 5, 7, 9, 15, 16, 17– Outside & Inside Runs (60/40)– Monitored in increments of 10

– Inside Run• Carded runners 4,6, 8, 15, 16, 17

– Outside & Inside Runs (40/60)– Monitored in increments of 10

– Limit runners to their actual long gain• Board results 1, 2, 13, 14 & 31 - 36

Proper Usage of Running Back CardsProper Usage of Running Back Cards

• Passing Plays– Short Pass & Screen Passes (60%)

• Monitored in increments of 10– Medium & Long Passes (40%)

• Monitored in increments of 10– Limit receivers to actual long for board

results 13, & 31 - 36• Kickoff Returns

– All kicks that land 4 yards into endzone must be returned

– The return is optional if kick is 5 ormore yards deep into end zone

StandardizationStandardization

• Passing Plays– Short Pass & Screen Passes (60%)

• Monitored in increments of 10– Medium & Long Passes (40%)

• Monitored in increments of 10– Limit receivers to actual long for board

results 13, & 31 - 36• Kickoff Returns

– All kicks that land 4 yards into endzone must be returned

– The return is optional if kick is 5 ormore yards deep into end zone

• Print J. Hart’s modified DetailedScore Card

• Review actual box score (Pro-Football Reference.com)– Customize Detailed Score Card to

reflect box score– Annotate QB, HB, FB, K, P, KR, & PR

that participated in actual game– List all receivers on team roster– Annotate indexes, Fletch ratings,

keying ratings, fumble ratings, etc.– Pre-position QB, RBs, K, P, KR & PR

cards on playing surface

SetupSetup

• Print J. Hart’s modified DetailedScore Card

• Review actual box score (Pro-Football Reference.com)– Customize Detailed Score Card to

reflect box score– Annotate QB, HB, FB, K, P, KR, & PR

that participated in actual game– List all receivers on team roster– Annotate indexes, Fletch ratings,

keying ratings, fumble ratings, etc.– Pre-position QB, RBs, K, P, KR & PR

cards on playing surface

Pre-Game Detailed Score sheetPre-Game Detailed Score sheet

Completed Detailed Score sheetCompleted Detailed Score sheet

• Neutral Downs– Offensive Formation (Pro-Set)– Defensive Formation (Standard)

• 1st down unless greater than 15 yards• 2nd & 10 yards or less• 3rd & 2 to 4 yards• 4th and 2 yards• Any two-point conversion attempt

• Determine offensive index– Roll dice, check “APBA Football Floating

Index Locator”• Use for duration of offensive series

Method of Play – Neutral DownsMethod of Play – Neutral Downs

• Neutral Downs– Offensive Formation (Pro-Set)– Defensive Formation (Standard)

• 1st down unless greater than 15 yards• 2nd & 10 yards or less• 3rd & 2 to 4 yards• 4th and 2 yards• Any two-point conversion attempt

• Determine offensive index– Roll dice, check “APBA Football Floating

Index Locator”• Use for duration of offensive series

APBA Football Floating Index LocatorAPBA Football Floating Index Locator

• A* rating– Run Plays - Always in “A” index– Pass Plays

• All receivers in “A” regardless of rating• Remain in “A” against Nickel/Dime

• “D” rating– Run Plays & Screen Pass

• Always in “C” index• Remain in “C” against Nickel/Dime

– Still add 1-yard to any gain– Pass Plays

• Always in “C” index

APBA Football Floating Index LocatorAPBA Football Floating Index Locator

• A* rating– Run Plays - Always in “A” index– Pass Plays

• All receivers in “A” regardless of rating• Remain in “A” against Nickel/Dime

• “D” rating– Run Plays & Screen Pass

• Always in “C” index• Remain in “C” against Nickel/Dime

– Still add 1-yard to any gain– Pass Plays

• Always in “C” index

Floating Index Locator DemoFloating Index Locator Demo

• Neutral Downs– Offensive Formation (Pro-Set)– Defensive Formation (Standard)

• 1st down unless greater than 15 yards• 2nd & 10 yards or less• 3rd & 2 to 4 yards• 4th and 2 yards• Any two-point conversion attempt

• Determine offensive index– Roll dice, check “APBA Football Floating

Index Locator”• Use for duration of offensive series

Method of Play – Neutral DownsMethod of Play – Neutral Downs

• Neutral Downs– Offensive Formation (Pro-Set)– Defensive Formation (Standard)

• 1st down unless greater than 15 yards• 2nd & 10 yards or less• 3rd & 2 to 4 yards• 4th and 2 yards• Any two-point conversion attempt

• Determine offensive index– Roll dice, check “APBA Football Floating

Index Locator”• Use for duration of offensive series

• Run Play (2 dice rolls) & Screen Pass (3 dicerolls)– If run play, designate runner– Roll dice, check defense’s “Run” rating against

“Fletch67”• Repeat prior to every neutral play• If defense is in best alignment – Run (G)

– Check if dice roll is within key rating– If screen pass, roll dice, check allocation ratings to

determine receiver– Roll dice, check runners RPN for run or QB RPN for a

screen pass• If pass complete, check receiver’s YPC rating and make

yardage adjustment– Annotate Detailed Score Card– Move football, down, & distance marker accordingly

Run/Screen Pass – Neutral DownsRun/Screen Pass – Neutral Downs

• Run Play (2 dice rolls) & Screen Pass (3 dicerolls)– If run play, designate runner– Roll dice, check defense’s “Run” rating against

“Fletch67”• Repeat prior to every neutral play• If defense is in best alignment – Run (G)

– Check if dice roll is within key rating– If screen pass, roll dice, check allocation ratings to

determine receiver– Roll dice, check runners RPN for run or QB RPN for a

screen pass• If pass complete, check receiver’s YPC rating and make

yardage adjustment– Annotate Detailed Score Card– Move football, down, & distance marker accordingly

Run Play DemoRun Play Demo

• Pass Play– Minimum of 3 dice rolls

• Roll dice, check Fletch67 – Defense S or G• Roll dice, check allocation ratings to

determine receiver• Roll dice to determine play result

– If pass complete, check receiver’s YPCrating and make yardage adjustment

– Annotate Detailed Score Card– Move ball, down & distance markers

accordingly

Pass Play – Neutral DownsPass Play – Neutral Downs

• Pass Play– Minimum of 3 dice rolls

• Roll dice, check Fletch67 – Defense S or G• Roll dice, check allocation ratings to

determine receiver• Roll dice to determine play result

– If pass complete, check receiver’s YPCrating and make yardage adjustment

– Annotate Detailed Score Card– Move ball, down & distance markers

accordingly

• Pass Play– Maximum of 4 dice rolls

• Roll dice, check Fletch67 – Defense D– Check if dice roll is within key rating– If not, roll one dice

» 1-5 no blitz, 6 is a blitz• Roll dice, check allocation ratings to determine

receiver• Roll dice, check QBs RPN

– If pass complete, check receiver’s YPC rating andmake yardage adjustment

– Annotate Detailed Score Card– Move ball, down & distance markers

accordingly

Pass Play – Neutral DownsPass Play – Neutral Downs

• Pass Play– Maximum of 4 dice rolls

• Roll dice, check Fletch67 – Defense D– Check if dice roll is within key rating– If not, roll one dice

» 1-5 no blitz, 6 is a blitz• Roll dice, check allocation ratings to determine

receiver• Roll dice, check QBs RPN

– If pass complete, check receiver’s YPC rating andmake yardage adjustment

– Annotate Detailed Score Card– Move ball, down & distance markers

accordingly

Pass Play DemoPass Play Demo

Yards per Catch (YPC) DemoYards per Catch (YPC) Demo

• Trick Plays (i.e., bootleg, end around, & non-QBpass)– Can be called once per half against Standard

or Nickel defense– Roll dice to determine defense

• Result 11, 33, or 66 indicates “Trick Play” defensewas called

– 7 yard rushing loss by the ball carrier/intendedpasser

• For all other dice rolls– Read the board number 2-lines up (i.e., 5 to 3)– “D” alignment against run, “G” against pass

• On run plays, if card number is 1, 2, 3, 4, 13, 14,15 or 31 – 36, USE IT AS STANDS

• On pass plays, if card number is 1, 13, or 21 – 36,USE IT AS STANDS

Method of Play – Trick PlaysMethod of Play – Trick Plays

• Trick Plays (i.e., bootleg, end around, & non-QBpass)– Can be called once per half against Standard

or Nickel defense– Roll dice to determine defense

• Result 11, 33, or 66 indicates “Trick Play” defensewas called

– 7 yard rushing loss by the ball carrier/intendedpasser

• For all other dice rolls– Read the board number 2-lines up (i.e., 5 to 3)– “D” alignment against run, “G” against pass

• On run plays, if card number is 1, 2, 3, 4, 13, 14,15 or 31 – 36, USE IT AS STANDS

• On pass plays, if card number is 1, 13, or 21 – 36,USE IT AS STANDS

Situational Down & DistanceSituational Down & Distance

• The first four lines of this chart apply only to passingsituations

• The last line applies only to run situations• Audibles can only be used on situational downs

– If Standard defense is in “G” alignment on a called run play(includes screen pass)

– If any defensive (standard, nickel or dime)alignment is in “D”alignment on a called passing play

– Each team is allowed one per quarter• Keying runner/Double Coverage on receiver

– Standard defense can key a runner & double cover areceiver

– Nickel/Dime defense can NOT key a runner, only doublecover a receiver

• Nickel/Dime defenses can only be in either “D” or “S”alignment against run– If dice roll results in “G” on a passing play this indicates

“Blown Coverage” – Read play result from “G” column

Unique to Situational Down & DistanceUnique to Situational Down & Distance• The first four lines of this chart apply only to passing

situations• The last line applies only to run situations• Audibles can only be used on situational downs

– If Standard defense is in “G” alignment on a called run play(includes screen pass)

– If any defensive (standard, nickel or dime)alignment is in “D”alignment on a called passing play

– Each team is allowed one per quarter• Keying runner/Double Coverage on receiver

– Standard defense can key a runner & double cover areceiver

– Nickel/Dime defense can NOT key a runner, only doublecover a receiver

• Nickel/Dime defenses can only be in either “D” or “S”alignment against run– If dice roll results in “G” on a passing play this indicates

“Blown Coverage” – Read play result from “G” column

• 1st & >15 or 2nd > 10– Offensive Formation (Pro Set)– Defensive Alignment (Standard)

Personnel GroupsPersonnel Groups

• Run Play (2/3 dice rolls) & Screen Pass (3/4 dice rolls)– If run play, designate runner– Roll dice, check defense’s “Run” rating against “Fletch67”– If screen pass, roll dice, check allocation ratings to

determine receiver– If defense is in “G” alignment

• Check if dice roll is with Key Rating– Roll dice, check for Audible

• No Audible: Dice rolls 21 – 66• Audible: Dice roll 11-16 (1 per quarter)

– Roll dice, check runner’s or quarterback’s RPN• Annotate Detailed Score Card• Move ball, down & distance markers accordingly

1st & > 15; 2nd > 101st & > 15; 2nd > 10

• Run Play (2/3 dice rolls) & Screen Pass (3/4 dice rolls)– If run play, designate runner– Roll dice, check defense’s “Run” rating against “Fletch67”– If screen pass, roll dice, check allocation ratings to

determine receiver– If defense is in “G” alignment

• Check if dice roll is with Key Rating– Roll dice, check for Audible

• No Audible: Dice rolls 21 – 66• Audible: Dice roll 11-16 (1 per quarter)

– Roll dice, check runner’s or quarterback’s RPN• Annotate Detailed Score Card• Move ball, down & distance markers accordingly

• Run Play (2 dice rolls) & Screen Pass (3 dicerolls)– If run play, designate runner– Roll dice, check defense’s “Run” rating against

“Fletch67”– If screen pass, roll dice, check allocation ratings to

determine receiver– If defense is in “S” or “D” alignment– Roll dice, check runner’s or quarterback’s RPN

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

1st & > 15; 2nd > 101st & > 15; 2nd > 10

• Run Play (2 dice rolls) & Screen Pass (3 dicerolls)– If run play, designate runner– Roll dice, check defense’s “Run” rating against

“Fletch67”– If screen pass, roll dice, check allocation ratings to

determine receiver– If defense is in “S” or “D” alignment– Roll dice, check runner’s or quarterback’s RPN

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

• If Pass play is called (5 dice rolls)– Roll dice, check “Situational Down &

Distance” for defensive alignment– If defense is in “D” alignment

• Check if dice roll is within key rating• If not, roll one dice (1-5 no blitz, 6 is a

blitz)• Roll dice, check for Audible

– No Audible: Dice rolls 21 – 66– Audible: Dice roll 11-16 (1 per quarter)

1st & > 15; 2nd > 101st & > 15; 2nd > 10

• If Pass play is called (5 dice rolls)– Roll dice, check “Situational Down &

Distance” for defensive alignment– If defense is in “D” alignment

• Check if dice roll is within key rating• If not, roll one dice (1-5 no blitz, 6 is a

blitz)• Roll dice, check for Audible

– No Audible: Dice rolls 21 – 66– Audible: Dice roll 11-16 (1 per quarter)

• If Pass play is called (continued)– Roll dice, to determine receiver– Roll dice, check QBs RPN– If pass complete, check receiver’s YPC

rating and make yardage adjustment• Annotate Detailed Score Card• Move ball, down & distance

markers accordingly

1st & > 15; 2nd > 101st & > 15; 2nd > 10

• If Pass play is called (continued)– Roll dice, to determine receiver– Roll dice, check QBs RPN– If pass complete, check receiver’s YPC

rating and make yardage adjustment• Annotate Detailed Score Card• Move ball, down & distance

markers accordingly

• If defense is in “S” or “G” on aPassing Play (3 dice rolls)

– Roll dice, check “Situational Down &Distance” chart to determine defensivealignment (“S” or “G”)

– Roll dice, check allocation ratings todetermine receiver

– Roll dice, check QBs RPN– If pass complete, check receiver’s YPC

rating and make yardage adjustment– Annotate Detailed Score Card– Move ball, down & distance markers

accordingly

1st & > 15; 2nd > 101st & > 15; 2nd > 10• If defense is in “S” or “G” on a

Passing Play (3 dice rolls)– Roll dice, check “Situational Down &

Distance” chart to determine defensivealignment (“S” or “G”)

– Roll dice, check allocation ratings todetermine receiver

– Roll dice, check QBs RPN– If pass complete, check receiver’s YPC

rating and make yardage adjustment– Annotate Detailed Score Card– Move ball, down & distance markers

accordingly

• 3rd & 5 to 7 yards• Pre-1981

– Offensive Formation (Pro Set)– Defensive Alignment (Standard)

• Still use the reduction rule (i.e., B to C)• Reminder - Standard defense can be in “G”

• Post-1981– Offensive Formation (Pro Set)– Defensive Alignment (Nickel)

Personnel GroupsPersonnel Groups

• 3rd & 5 to 7 yards• Pre-1981

– Offensive Formation (Pro Set)– Defensive Alignment (Standard)

• Still use the reduction rule (i.e., B to C)• Reminder - Standard defense can be in “G”

• Post-1981– Offensive Formation (Pro Set)– Defensive Alignment (Nickel)

• Run play, designate runner (2 dice rolls)• Roll dice, check “Nickel” defense’s “Run”

rating against “Fletch67”– If dice result is “D”, defense is in “D”

alignment– If dice result is “S”, defense is in “S”

alignment– If dice result is “G”, defense is in “S”

alignment

• Roll dice, check runners RPN• Raise index & add 1 yard to positive gain

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

3rd & 5 to 73rd & 5 to 7• Run play, designate runner (2 dice rolls)• Roll dice, check “Nickel” defense’s “Run”

rating against “Fletch67”– If dice result is “D”, defense is in “D”

alignment– If dice result is “S”, defense is in “S”

alignment– If dice result is “G”, defense is in “S”

alignment

• Roll dice, check runners RPN• Raise index & add 1 yard to positive gain

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

• If Screen Pass is called (3 dice rolls)– Roll dice, check “Nickel” defense run rating

against “Fletch67” for defensive alignment• If dice result is “D”, defense is in “D” alignment• If dice result is “S”, defense is in “S” alignment• If dice result is “G”, defense is in “S” alignment

– Roll dice, to determine receiver– Roll dice, check QB RPN for a screen pass

• Raise index & add 1 yard to positive gain• Screen pass check receiver’s YPC

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

3rd & 5 to 73rd & 5 to 7• If Screen Pass is called (3 dice rolls)

– Roll dice, check “Nickel” defense run ratingagainst “Fletch67” for defensive alignment• If dice result is “D”, defense is in “D” alignment• If dice result is “S”, defense is in “S” alignment• If dice result is “G”, defense is in “S” alignment

– Roll dice, to determine receiver– Roll dice, check QB RPN for a screen pass

• Raise index & add 1 yard to positive gain• Screen pass check receiver’s YPC

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

Screen Pass on 3rd & 5 to 7Screen Pass on 3rd & 5 to 7

• If Pass play is called (5 dice rolls)– Roll dice, check “Situational Down &

Distance” for defensive alignment– If defense is in “D” alignment

• Check if dice roll is within key rating• If not, roll one dice (1-5 no blitz, 6 is a

blitz)• Roll dice, check for Audible

– No Audible: Dice rolls 21 – 66– Audible: Dice roll 11-16 (1 per quarter)

3rd & 5 to 73rd & 5 to 7

• If Pass play is called (5 dice rolls)– Roll dice, check “Situational Down &

Distance” for defensive alignment– If defense is in “D” alignment

• Check if dice roll is within key rating• If not, roll one dice (1-5 no blitz, 6 is a

blitz)• Roll dice, check for Audible

– No Audible: Dice rolls 21 – 66– Audible: Dice roll 11-16 (1 per quarter)

• Pass play against “D” alignment– Roll dice, to determine receiver

• Reduce index by one (i.e. A to B)• Don’t if receiver has a * or in A* index

– Roll dice, check QBs RPN– If pass complete, check receiver’s YPC

rating and make yardage adjustment• Annotate Detailed Score Card• Move ball, down & distance

markers accordingly

3rd & 5 to 73rd & 5 to 7

• Pass play against “D” alignment– Roll dice, to determine receiver

• Reduce index by one (i.e. A to B)• Don’t if receiver has a * or in A* index

– Roll dice, check QBs RPN– If pass complete, check receiver’s YPC

rating and make yardage adjustment• Annotate Detailed Score Card• Move ball, down & distance

markers accordingly

• If Pass play is called (3 dice rolls)– Roll dice, check “Situational Down & Distance” for

defensive alignment

• If defense is in “S” or “G” alignment– “G” indicates blown coverage by secondary

• Roll dice, to determine receiver– Reduce index by one (i.e. A to B)– Don’t if receiver has a * or in A* index

• Roll dice, check QBs RPN– If pass complete, check receiver’s YPC rating and

make yardage adjustment

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

3rd & 5 to 73rd & 5 to 7

• If Pass play is called (3 dice rolls)– Roll dice, check “Situational Down & Distance” for

defensive alignment

• If defense is in “S” or “G” alignment– “G” indicates blown coverage by secondary

• Roll dice, to determine receiver– Reduce index by one (i.e. A to B)– Don’t if receiver has a * or in A* index

• Roll dice, check QBs RPN– If pass complete, check receiver’s YPC rating and

make yardage adjustment

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

• 3rd & ≥ 8• Pre-1981

– Offensive Formation (Pro Set)• Exception: SD Chargers late 70s

– Defensive Alignment (Standard)• Still use the reduction rule (i.e., A to B)

• Post-1981– Offensive Formation (3 WR set)– Defensive Alignment (Dime)

Personnel GroupsPersonnel Groups

• 3rd & ≥ 8• Pre-1981

– Offensive Formation (Pro Set)• Exception: SD Chargers late 70s

– Defensive Alignment (Standard)• Still use the reduction rule (i.e., A to B)

• Post-1981– Offensive Formation (3 WR set)– Defensive Alignment (Dime)

• Run play, designate runner (2 dice rolls)• Roll dice, check “Dime” defense’s “Run”

rating against “Fletch67”– If dice result is “D”, defense is in “D”

alignment– If dice result is “S”, defense is in “S”

alignment– If dice result is “G”, defense is in “S”

alignment

• Roll dice, check runners RPN• Raise index & add 1 yard to positive gain

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

3rd & ≥ 83rd & ≥ 8• Run play, designate runner (2 dice rolls)• Roll dice, check “Dime” defense’s “Run”

rating against “Fletch67”– If dice result is “D”, defense is in “D”

alignment– If dice result is “S”, defense is in “S”

alignment– If dice result is “G”, defense is in “S”

alignment

• Roll dice, check runners RPN• Raise index & add 1 yard to positive gain

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

Draw Play on 3rd & ≥ 8Draw Play on 3rd & ≥ 8

• If Screen Pass is called (3 dice rolls)– Roll dice, check “Dime” defenses run rating

against “Fletch67” for defensive alignment• If dice result is “D”, defense is in “D” alignment• If dice result is “S”, defense is in “S” alignment• If dice result is “G”, defense is in “S” alignment

– Roll dice, to determine receiver– Roll dice, check QB RPN for a screen pass

• Raise index & add 1 yard to positive gain• Screen pass check receiver’s YPC

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

3rd & ≥ 83rd & ≥ 8

• If Screen Pass is called (3 dice rolls)– Roll dice, check “Dime” defenses run rating

against “Fletch67” for defensive alignment• If dice result is “D”, defense is in “D” alignment• If dice result is “S”, defense is in “S” alignment• If dice result is “G”, defense is in “S” alignment

– Roll dice, to determine receiver– Roll dice, check QB RPN for a screen pass

• Raise index & add 1 yard to positive gain• Screen pass check receiver’s YPC

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

• If Pass play is called (5 dice rolls)– Roll dice, check “Situational Down &

Distance” for defensive alignment– If defense is in “D” alignment

• Check if dice roll is within key rating• If not, roll one dice (1-5 no blitz, 6 is a

blitz)• Roll dice, check for Audible

– No Audible: Dice rolls 21 – 66– Audible: Dice roll 11-16 (1 per quarter)

3rd & > 83rd & > 8

• If Pass play is called (5 dice rolls)– Roll dice, check “Situational Down &

Distance” for defensive alignment– If defense is in “D” alignment

• Check if dice roll is within key rating• If not, roll one dice (1-5 no blitz, 6 is a

blitz)• Roll dice, check for Audible

– No Audible: Dice rolls 21 – 66– Audible: Dice roll 11-16 (1 per quarter)

• Pass play against “D” alignment– Roll dice, to determine receiver

• Reduce index by one (i.e. A to B)• Don’t reduce if receiver has a * or in A*

index– Roll dice, check QBs RPN– If pass complete, check receiver’s YPC

rating and make yardage adjustment• Annotate Detailed Score Card• Move ball, down & distance

markers accordingly

3rd & > 83rd & > 8

• Pass play against “D” alignment– Roll dice, to determine receiver

• Reduce index by one (i.e. A to B)• Don’t reduce if receiver has a * or in A*

index– Roll dice, check QBs RPN– If pass complete, check receiver’s YPC

rating and make yardage adjustment• Annotate Detailed Score Card• Move ball, down & distance

markers accordingly

• If Pass play is called (3 dice rolls)– Roll dice, check “Situational Down & Distance” for

defensive alignment

• If defense is in “S” or “G” alignment– “G” indicates blown coverage by secondary

• Roll dice, to determine receiver– Reduce index by one (i.e. A to B)– Don’t if receiver has a * or in A* index

• Roll dice, check QBs RPN– If pass complete, check receiver’s YPC rating and

make yardage adjustment

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

3rd & > 83rd & > 8

• If Pass play is called (3 dice rolls)– Roll dice, check “Situational Down & Distance” for

defensive alignment

• If defense is in “S” or “G” alignment– “G” indicates blown coverage by secondary

• Roll dice, to determine receiver– Reduce index by one (i.e. A to B)– Don’t if receiver has a * or in A* index

• Roll dice, check QBs RPN– If pass complete, check receiver’s YPC rating and

make yardage adjustment

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

Third & Long Passing DemoThird & Long Passing Demo

• 3rd/4th & 1• Either on or within opponents 5-yard line• Pre-1981

– Pro Set vs Standard– Full House vs Goal Line

• Post-1981– Pro Set vs Standard– 2 TE vs Goal Line– Full House vs Goal Line

• Recent seasons teams have implemented this formation

Personnel GroupsPersonnel Groups

• 3rd/4th & 1• Either on or within opponents 5-yard line• Pre-1981

– Pro Set vs Standard– Full House vs Goal Line

• Post-1981– Pro Set vs Standard– 2 TE vs Goal Line– Full House vs Goal Line

• Recent seasons teams have implemented this formation

• Either on or within opponents 5-yard line

• Defense is automatically in “G”alignment against the run

• If Run play is called (2 dice rolls)– Roll dice, check if dice roll is within

“Key” rating– Roll dice, check runners RPN

• Annotate Detailed Score Card• Move ball and down marker

accordingly

Goal Line (Running)Goal Line (Running)

• Either on or within opponents 5-yard line

• Defense is automatically in “G”alignment against the run

• If Run play is called (2 dice rolls)– Roll dice, check if dice roll is within

“Key” rating– Roll dice, check runners RPN

• Annotate Detailed Score Card• Move ball and down marker

accordingly

• 3rd or 4th Down & 1 between owngoal line & opponents 6-yard line

• If Run play is called (2 dice rolls)– Roll dice, check “Situational Down &

Distance” for defensive alignment• If dice roll is 11, this indicates blown “gap

control” by defense read from D column– Roll dice, check runners RPN

• Annotate Detailed Score Card• Move ball, down & distance

markers accordingly

Non-Goal Line (Running)Non-Goal Line (Running)

• 3rd or 4th Down & 1 between owngoal line & opponents 6-yard line

• If Run play is called (2 dice rolls)– Roll dice, check “Situational Down &

Distance” for defensive alignment• If dice roll is 11, this indicates blown “gap

control” by defense read from D column– Roll dice, check runners RPN

• Annotate Detailed Score Card• Move ball, down & distance

markers accordingly

• If Pass is called (3 dice rolls)– Roll dice, check “Standard” or “Goal Line”

defense pass rating against “Fletch67” fordefensive alignment• If dice result is “D”, “Goal Line” is in “S” alignment• If dice result is “S”, “Goal Line” is in “S” alignment• If dice result is “G”, “Goal Line” is in “G” alignment

– Roll dice, to determine receiver• Pro Set Offense – any receiver on the team’s index

card can be intended receiver• 2 TE Offense – Replace o1 with second TE,

intended receiver must be actually in the lineup– If any other player is selected, the intended

receiver is o1 (i.e., second TE)

Goal Line & Non-Goal Line (Passing)Goal Line & Non-Goal Line (Passing)

• If Pass is called (3 dice rolls)– Roll dice, check “Standard” or “Goal Line”

defense pass rating against “Fletch67” fordefensive alignment• If dice result is “D”, “Goal Line” is in “S” alignment• If dice result is “S”, “Goal Line” is in “S” alignment• If dice result is “G”, “Goal Line” is in “G” alignment

– Roll dice, to determine receiver• Pro Set Offense – any receiver on the team’s index

card can be intended receiver• 2 TE Offense – Replace o1 with second TE,

intended receiver must be actually in the lineup– If any other player is selected, the intended

receiver is o1 (i.e., second TE)

• If Pass is called (3 dice rolls)– Roll dice, to determine receiver

• “Full House” backfield – Replace o10 with anotherhalfback, intended receiver must be actually in thelineup

– If any other player is selected, the intendedreceiver is o10 (i.e., additional halfback)

– Roll dice, check QB RPN for play result• If pass complete, check receiver’s YPC rating and

make yardage adjustment, if applicable

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

Goal Line & Non-Goal Line (Passing)Goal Line & Non-Goal Line (Passing)

• If Pass is called (3 dice rolls)– Roll dice, to determine receiver

• “Full House” backfield – Replace o10 with anotherhalfback, intended receiver must be actually in thelineup

– If any other player is selected, the intendedreceiver is o10 (i.e., additional halfback)

– Roll dice, check QB RPN for play result• If pass complete, check receiver’s YPC rating and

make yardage adjustment, if applicable

• Annotate Detailed Score Card• Move ball, down & distance markers

accordingly

Pass on 3rd and 1Pass on 3rd and 1

I hope that these tips are useful, however, there is no “right” or“wrong” to play this game. For any questions regarding thispresentation, I can be contacted at [email protected].

Greg “Oguard62” Barath

ConclusionConclusion

I hope that these tips are useful, however, there is no “right” or“wrong” to play this game. For any questions regarding thispresentation, I can be contacted at [email protected].

Greg “Oguard62” Barath