MAKING PLAYS

INTRODUCTION
2 player card game.
Simulation of an American Football game.
VICTORY
As in regular football, the player with the most points at
The end of the game wins.
RULES
Assume regular football rules are in effect, however,
Game simplifications may abstract some of these away.
Common Sense should in all cases prevail.
THE DECK
Players share a common deck.
DICE
Six sided dice are needed.
FIELD POSITION TOKENS
Field position is abstracted in this game.
As the offensive player (OP), you accumulate Field Position Tokens (FPT)
Tokens Field Position
0 Own End Zone Line
1 Own Red Zone
2 Own Territory
3 Midline
4 Enemy Territory
5 Enemy Red Zone
6 Enemy End Zone Line
7 Touchdown
Upon Conversion (players, switching Offense/Defense Roles) all Tokens are discarded.
DOWN TOKENS
As the offensive player (OP), you accumulate Down Tokens (DT)
If the OP accumulates 5 DT, possession immediately goes to the opposing team.
Upon Conversion (players, switching Offense/Defense Roles) all Tokens are discarded.
Every time the OP gains 1 or more FPT the OP discards all DT except 1.
SETUP
One player gets to be the Home Team.
Toss a Coin. The winner gets to be the Offensive player (OP) first.
The other player is the Defensive Player (DP)
Both players are dealt 5 cards.
TURN SEQUENCE
Each Play (Turn) is divided up into 9 phases:
New Down Phase
Huddle Phase
Blitz Phase
Play Phase
Touchdown Phase
Extra Point Phase
Field Goal Phase
Punt Phase
Kick Off Phase
NEW DOWN PHASE
Skip this phase if a Kick Off is being conducted, in
Which case go directly to Kick Off Phase
The OP gains 1 DT.
HUDDLE PHASE
Each player draws 3 cards.
If the deck runs out, shuffle the discard and draw from it.
The OP declares: Regular Play, Punt, or Field Goal Attempt.
OP may Punt only if he has less than 4 FPT.
If Punt, go directly to Punt Phase.
OP may make a Field Goal Attempt only if he has more than 3 FPT.
If Field Goal go directly to Field Goal Phase.
BLITZ PHASE
The DP may play a Blitz Card.
If it is not countered by the OP using a card that Negates Blitz
Cards, the play is over.
PLAY PHASE
If the OP declared a Regular play in Huddle Phase, he must now
Declare either a Running Play or a Pass Play.
The OP may discard any 1 card to act as either:
1.) Short Pass: (Pass Card): Gain 1 FPT
2.) Rush: (Run Card): Gain 1FPT
If the Card is not countered by the DP, the OP may then play 1 additional
Pass card (Pass Play only) and 1 Run card (either play) to further
increase the FPT gained.
TOUCHDOWN PHASE
If the OP accumulates 7+ FPT he gets a Touchdown = 6 Points, and
May then go for the Extra Point.
EXTRA POINT PHASE
Roll 1D6: On 4+ the OP gets +1 point.
The Play is over and next turn starts with a Kickoff.
FIELD GOAL PHASE
Roll 1D6:
4 FPT: Long Shot: Field Goal successful on a roll of 5+
5 FPT: Field Goal successful on a roll of 4+
6 FPT: Chip Shot: Field Goal successful on a roll of 3+
A successful Field Goal is worth 3 Points.
The Play is over and next turn starts with a Kickoff.
PUNT PHASE
The OP kicks to the DP.
Roll 1D6 to determine starting position of Receiving Team:
1D6 FTP
1 1
2-3 2
4-5 3
6 4
The Receiver may run it back by playing a Run card.
The Kicker may block the run back with a suitable card.
KICK OFF PHASE
This is conducted as the first play of each quarter, and the turn after
a team has Scored a Touchdown or made a Field Goal.
Roll 1D6 to determine starting position of Receiving Team:
1D6 FTP
1-2 1
3-5 2
6 3
The Receiver may run it back by playing a Run card.
The Kicker may block the run back with a suitable card.
RUNBACK RULE
If the DP gains possession by an Intercept or Fumble card, he
Immediately gains FPT = 7 – the FPT the other team had and may
Run it back by playing a Run card, which may be countered by an
Appropriate Defense card.
CONVERSION RULE
If the OP accumulated 5 DT the DP becomes the new OP with a starting
FPT = 7 – the FPT the other team had.
COMMON DECK CARD LIST NOTATION
X = Special
R = Run (Running Play or Run after Catch)
P = Pass
K = Kick (Extra Point or Kick Off or Punt or Field Goal Attempt)
B = Blitz
O = Offense
D = Defense
OP = Offensive Player
DP = Defensive Player
DT = Down Token
FPT = Field Position Token
FD = First Down
PORC = Pass or Run Card
Conversion: DP gains control of ball and becomes OP next turn
# = Copies of that card in the deck
COMMON DECK CARD LIST
Card Name: # Type Notes:
Penalty 1 X OP gains 1 FPT (Max 6)
Foul 1 X OP loses 1 FPT
Block Kick 2 D Negate a Kick Card
Pass Coverage 2 D Negate a Pass Card
Incomplete 2 D Negate a Pass Card
Man-to-Man Coverage 2 D Negate PORC
Zone Coverage 2 D Negate PORC if FTP is 5 or less
Tackle 2 D Negate Run Card
Hold the Line 2 D Negate PORC if OP has 6 FTP
Pass Rush 2 B Negate PORC
Sack 2 B Negate PORC
Scramble 1 O Negate a Blitz Card
Pass Protection 1 O Negate a Blitz Card
Play Action 1 O Negate a Blitz Card
Roll Out 1 O Negate a Blitz Card
Pocket 1 O Negate a Blitz Card
2 Point Conversion 1 R OP gain 2 Points in Extra Point Phase
Safety 1 R OP gain 2 Points in Extra Point Phase
Home Field Advantage 2 X The Home Team draws 3 cards
Time Out 2 X Draw 3 cards
Hand Off 2 R Negate a Defense Card
Quarterback Sneak 2 R Negate a Defense Card used vs a Running Play
Ground Game 2 R Gain 1 FPT
Rushing 2 R Gain 2 FPT
Drive 2 R Gain 3 FPT
Sweep 1 R Gain 4 FPT
Fancy Footwork 1 R Gain 5 FPT
Blazing Speed 1 R Gain 6 FPT
Go the Distance 1 R Gain 7 FPT
Lateral 2 P Negate a Defense Card used vs a Pass Play
Screen Pass 2 P Gain 1 FPT
Down the Middle 2 P Gain 2 FPT
Shotgun 2 P Gain 3 FPT
Bomb 1 P Only if 2 FPT or Less: Gain 4 FPT
Hail Mary 1 P Only if 2 FPT or Less: Gain 5 FPT
Pressure 1 X OP must discard 2 cards
Play Option 1 X DP must discard 2 cards
Intimidation 1 X Opponent must discard 2 cards
Spirits Up 1 X Draw 3 cards if you are winning
Resignation 1 X Opponent must discard 2 cards if he is losing
Underdog 1 X Draw 3 cards if you are losing
Onside Kick 2 K Only with 4 DT and less than 5 FPT: Gain 1 FPT
Fumble 2 D Negate Run: Conversion
Interception 2 D Negate Pass: Conversion
Interference 1 X Negate Card just played by OP
Disrupt Timing 1 X Negate Card just played by OP
Team Card 4 X See Team Card Rules
TEAM CARD RULES
Roll twice for each team in Setup:
1D6 Team Strength Notes:
1 Passing Use a Team Card as a Down the Middle card
2 Running Use a Team Card as a Rushing card
3 Offense Use a Team Card as a Play Option card
4 Defense Use a Team Card as a Pressure card
5 Gumption Use a Team Card to draw 2 cards
6 Kicking Use a Team Card to get +1 to a Kick Roll
MORE CARDS!!!!
Wikki Page
LINKS
Glossary
Fourth Down


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