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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