COMPUTER GAME RULES

Red=Changes since release of Version 2 Football game

Blue = Clarifications as of Version 3.02

Purple = Rule changes for Version 4

Green = Safeties “free kick” rule change for Version 4.02

Pink = Changes for Version 5

Black on Yellow = Changes for Version 6

Black on Red = Changes for Version 6.02

Black on Blue = Changes for Version 7

Black on Green = Changes for Version 8

 

The computer game will be based upon the Super-Advanced version of the game as modified here.  The Basic, Advanced and Super-Fanatical versions of the board game will not be supported.   The Super-Advanced Pass Rush rule will be used.  Penalties and injuries will be optional.  What follows is a complete set of rules to be used by the computer game. This set of rules encompasses all rules previously found in the rule booklet and on the roster sheets, as well as the newly introduced rules.

 

 

INTRODUCTION

You have in your possession a football game with all the features of Professional Football. Professional players will perform for you according to their records and your coaching decisions.

 

All rules of football apply. Each coach selects his team. Place the team specialist card and starting quarterback on the positions marked on the playing board. Punch out football, first down marker and discs found on two perforated sheets. Select one man for each of the additional following positions for your starting lineup: tight end, flanker, split end, halfback and fullback. When on offense, hold these 5 cards in your hand (use them as a shield for your play selector) releasing one card to the position marked running back or intended receiver, on the playing board. This designated card will be the running back or intended pass receiver for that play. The remaining players should be set apart from your starting lineup to be used as substitutes. In selecting your players, you may refer to their records at the bottom of each card for helpful advice. To qualify for a position, a player must have the position stated on his card (found in top right-hand corner of his card). Place to one side your advanced defensive cards and advanced play selector. You will note that there are two sets of squares (that must be punched out) containing numbers and positions on both sides. Each player should take one set of squares and match them up against his team's defensive ratings (found on offensive and defensive rating card). For example, if the defensive card lists your starting middle linebacker as a 5, place the square with a value of 5 and stated position of middle linebacker on the field. Place the appropriate squares or defensive players in the appropriate positions as explained in the defensive formation instructions (3-4 Defense, 4-3 Defense, etc.)  Note: the Defensive Formation Chart contains a complete list of these placements.

 


GAME PARTS

The following game part descriptions will be helpful in reading the instructions:

 

·       X-CHART – A chart that is delivered with the board game.  This is a 2-sided chart that contains the following charts to be used with the Computer Game Rules: Short Gain chart, Super Advanced Pass Rush Chart, Injury Chart and the Fumble Chart.  The X-Chart also contains charts that are not used with the Computer Game Rules since replacement charts are supplied: Long Gains, Interception Returns, Penalty, Number of games injured and Onside Kickoff charts.

·        SPECIALIST CARD - contains results for punting, kickoff, extra points, field goals, penalties, punt returns and kickoff returns. Each team has one two-sided (information on both sides of the card) specialist card.

·        OFFENSIVE PLAYER CARDS - each team is represented by a series of 11 cards for the following positions: quarterback, halfback, fullback, tight end, split end, and flanker. Some of these cards are two-sided (information on both sides of the card).

·        ADVANCED DEFENSIVE CARD - contains results of plays yielded by the team's defense. Each team has three advanced defensive cards.

·        ADVANCE PLAY SELECTOR - enables you to indicate your offensive and defensive play selections. Each game contains two play selectors.

·        DEFENSIVE PLAYER SQUARES - are the two-sided perforated squares. They are used to indicate both the positioning and the quality value of each team's defensive players. Two sets of squares are included with each game.

·        ADVANCED OFFENSIVE and DEFENSIVE RATING CARD - contains the quality value ratings for each team's offensive and defensive players. Each offensive lineman or back's run block and pass block ratings are denoted on this card. Also, each defensive lineman and linebacker's ratings against the run and pass rush are denoted and each defensive back's defense rating is listed. Each team has one two-sided advanced offensive and defensive rating card.

·        SPECIAL BLACK DIE - rolled at the beginning of each play (kick, pass or run). The black die determines penalty and pass rush situations. The black die is not rolled with any additional dice rolls generated from the initial roll (except to determine Receiver fumbles and QB Sack fumbles).

 

 


HOW TO PLAY

 

UPDATE YOUR ADVANCE PLAY SELECTOR

Before beginning play with the computer game rules you will need to make the following changes to the advance play selector:

·        Add  “Draw Play HB” and “Draw Play FB” circles under the “PASS RECEIVER OR RUNNER” area of your Advanced Play Selector.  

·        Add  “Kick” and “Fake” circles underneath the Look-In Pass and Flat Pass circles of your Advanced Play Selector. 

 

KICKOFF

Toss a coin to determine who kicks off and who receives. To kickoff, select your team's specialist card, roll two dice only, and read the results underneath the kickoff portion. The number following the result indicates which opposing back has received the kickoff.

 

KICKOFF RETURN

The opposing coach receiving the kickoff selects his team's specialist card and rolls 3 dice when returning a kickoff.  Use the total of the red dice to read the results underneath kickoff returns for the proper receiving back.  Normally you will not need the white die.  However, if a fumble or TD reading occurs you will use it.  If a fumble reading occurs then check the white die.  If it is a 1, 2 or 3 then accept the fumble reading.  However, if it is a 4, 5 or 6 then ignore the fumble reading.  If a TD reading occurs and the white die is 1 through 5 then accept the touchdown.  However, if it is a 6 then roll on the Variable Long Gain chart for the play result.  Kickoffs caught behind or on the goal line may be runback or brought out to the 20-yard line -- the offensive coach must declare his intention before rolling dice for runback results.

 

ONSIDE KICKOFF

When a team decides to try an onside kick use the new Onside Kickoff chart found in these computer rules, instead of the one found on the original X-CHART.  Refer to onside kickoff chart in the same fashion as kickoffs (as discussed before).  The chart tells you how many yards the ball has traveled and which team has gained possession of the ball. No runback occurs. To attempt an onside kickoff, the offensive coach simply declares his intention. The kicking team is considered to be the defense.

 

PLAY CALLING SEQUENCE

Each coach should have in his possession an advanced play selector. Use little circular discs (found on perforated sheets) to mark selections, and then reveal your respective choices as described below. The defense calls his play.  Here is the sequence of play:

·        Offense selects formation & subs and optionally announces he is in the “shot gun”.  See the Offensive Formations chart.  The offense can also choose to punt or kick a field goal at this point.

·        Defense selects formation & subs, and optionally announces that he is “showing blitz”.  See the Defensive Formations chart in Attachment A.  NOTE: Prevent & short yardage defenses are not selected at this point.  For example, instead of selecting “Sht Yd 3-4” the coach would select the “3-4”.

·        Offense can call a timeout before selecting play – they may want to depending upon the formation selected by the defense.  If a timeout is called by either team then restart the play sequence from the beginning. 

·        Offense selects play (hidden from opponent).  Select one of the plays on the advance play selector and also designate the ball carrier or intended receiver.  If the offense is punting or attempting a field goal they must select “Kick” or “Fake” at this point.

·        Defense selects his play – Pass or Run (Defense can call a timeout before selecting play). Short Yardage or Prevent defense can be selected at this point.  The defense then adjusts his formation manually on the field (remember, when you move a defensive player, you strengthen one zone, but weaken another).   Double-teaming and Keying can be selected as well.  If the offense is punting or attempting a field goal the defense must announce if it is going to try for a block at this point.


OFFENSIVE AND DEFENSIVE PLAYER'S RATINGS

The offensive and defensive players' numerical values (found on both sides of offensive and defensive rating card) come into play in the following on certain readings found on the advance defense cards.  For example, on a running play the reading “OFFENSIVE C +7 or +3” is found on the defensive card.  Refer to the offensive center's run block rating, found on the Advanced Offensive and Defensive rating card to the right of his name. If the rating is equal or better than the white die's reading, the offense has run for 7 yards. If the offensive center's rating is less than the white die's reading, the offense has gained only three yards. For this example, let us assume the run block rating of the offensive center is 5 and the white die rolled is a 4.  Since the rating is greater than the white die's reading of 4, it is a 7-yard gain. The same procedure is applied to defensive player ratings. For example, say the reading “DEFENSIVE LEFT TACKLE +1 or +6” is rolled and the white die is a 5.  You must determine whether the left tackle stopped the play. If his defense number (number to the right of his position found on defensive rating card) is less than 5, a six-yard gain results. However, if his defense number is five or better, the play gains one yard. It is to be noted that the greater the ability ratings of the offensive player, the more yardage gained; whereas the greater the ability of the defensive player, the less yardage gained. You may also determine the correct amount of yardage by always accepting the first yardage figure for either an offensive or defensive player if the player's ability number is equal or better than the white die's number. If the rating of an offensive onside tackle, guard, or end is needed, use the player's rating on the side the play has been directed. For example, if you call a run around right end and the reading is onside tackle, refer to your right tackle's rating.

 

In throwing a short pass, a quotation similar to the following may occur, DEFENDER: X or +15. To determine the identity of the defender covering the play, refer to the top right-hand corner of the intended receiver's card. Let us say that the short pass was intended for the tight end, and the white die's reading was 4. To determine the defender covering the play, refer to the tight end's card. The defender is the strong safety. If the strong safety's rating is 4 or better, the pass is incomplete; if his rating is less than 4, the pass is completed for 15 yards. In all of the above situations, the white die determines the required ability rating needed. Any readings of linebacker in zone or defensive back in zone would follow the same procedure for determining play results.  NOTE: Refer to the Offensive Formation chart for further details regarding coverage responsibilities.

 

GREAT PLAYER IMPACT RULE

Some players are so great that they can impact a game far above other players.  This optional rule takes that factor into account.  Whenever a player's rating is needed to determine the outcome of a play from the Team Defense card refer to this rule if that player is rated a "6".  Roll 1 die and refer to the following rules:

 

"6" rated Defense Rating vs. a Run:  if the additional die is a "6" then the great defensive player forces a fumble!

 

"6" rated Defense Rating vs. a Pass: if the additional die is a "6" then the great defensive player intercepts the pass!

 

"6" rated Offense Block Rating: if the additional die is a "6" then the great offensive block rating results in a Short Gain by the offense!

 

Note: If a player’s rating is modified due to a formation change then use his original rating for purposes of this rule.  If a player’s rating is modified based upon any other game rule (for example, he is injured) then use his modified rating.

 

RUNNING PLAY CALLED BY THE OFFENSE

There are three basic running plays: linebuck, off tackle and end run. To find the result of a run, the offensive coach rolls THREE dice, reading THE WHITE DIE SEPARATELY FROM THE COLORED DICE TOTAL. IF THE WHITE DIE YIELDS a 1, 2, or 3 value, you would look at the offensive back involved in the play. IF THE WHITE DIE'S NUMBER IS 4, 5, or 6, YOU LOOK AT THE DEFENSIVE CARD OF THE TEAM PRESENTLY PLAYING DEFENSE, referring to that section of the card that indicates the selected offensive play.  The colored dice total refers to the series of numbers (2-12) located within each column for either the offensive player or team defensive card. As an example, let us say the offense called for an End Run, the defense guessed pass, and a white 3 and a colored dice total of 4 is rolled.  You would look at the running back's card underneath END RUN-RIGHT (since the defense correctly called a run).  You would refer to number 4 (colored dice total) for the result (example: a +4 would indicate a four-yard gain). If the defensive coach had guessed a pass instead of a run, the play would have been guessed wrong, and you would look at END RUN-WRONG column for the result.   Under the same circumstances, if the dice roll yielded a white 5 and a colored dice total of 6, the defensive coach would refer to his team defensive card under END RUN number 6 for the play result.  Please note that on the defensive card, it makes no difference whether the play was called right or wrong.

 


PASS PLAY CALLED BY THE OFFENSE

There are three basic types of passes: flat pass (this includes look-in passes), short pass, and long pass. Let us say that the offensive coach calls a flat pass to his tight end and the defense guessed a run. THE PLAY HAS BEEN GUESSED WRONG. The dice roll yields a white 2 and colored dice total of 5. The offensive player refers to the quarter-back's card underneath FLAT PASS WRONG to the number 5.  Say the result is a +8, this is a completed pass for eight yards. If the defensive coach had guessed a pass, the offensive coach would look at FLAT PASS RIGHT.   Let us say there is nothing printed in the proper space, this indicates that the pass is incomplete. If the white die's number is 4, 5, or 6, you look at the defensive card of the team presently playing defense referring to that section of the card that indicates the selected play. If the dice had revealed a white 4, and a colored dice total of 6, the defensive coach would refer to his defensive card underneath FLAT PASS to number 6 to find the result of the play.  In all passing situations where the white die is 1,2, or 3, always refer first to the quarterback's card, not the intended receiver. Only look at the receiver's card if the results of the quarterback's card, or the defensive card state the word RECEIVER. In this case you would then refer to the intended receiver's card. The offensive player would roll the dice, and look under FLAT PASS-RIGHT of the receiver's card for the final result.

 

LOOK-IN PASSES

When throwing a look-in pass refer to FLAT PASS for results. As a look-in pass must gain yardage, all look-in pass results of 0 or minus yardage are considered incomplete.

 

RECEIVER READING

When the reading RECEIVER comes up, roll all 4 dice and using the total of the red dice refer to the appropriate column on the intended receiver’s card to see if the pass is completed.  If it is completed and the black die reading is X, a fumble may occur (normally an X indicates a penalty when using the optional penalty system, however a penalty can only occur on the first roll, not on the roll when you refer to the receiver’s card).  Refer to the rolled white die number to see if a fumble has occurred.  You would look at Receiver and QB Fumble rating found at the bottom of the Offensive Team Rating card.  For example, if a team has a fumble rating of 1-3 and a white die reading of 2 occurs, the team has fumbled.  A white die number of 4, 5 or 6 would not yield a fumble.  If a fumble occurs, follow the fumble procedures outlined below.

 


OTHER READINGS THAT ARE FOUND ON PLAYER AND DEFENSIVE CARDS

·        Must Run -roll two dice and refer to quarterback's must run section (found on reverse side of his passing card).

·        Short Gains -roll two dice, and refer to short gain section of X Chart.

·        Long Gains - Ignore the Long Gain chart found on the X Chart.  When a Long Gain occurs roll three dice and refer to the Variable Long Gain Chart.  There are three lines within each box of the grid.  Use the first line for the visiting team and the third line for the home team.  If the game is being played on a neutral field (as is usually the case in the Super Bowl), or if you do not wish to use home field advantage rules, then use the middle line.  Example: The home team gets a long gain reading and rolls a white 6 and a total of 10 on the red dice.  6-10 for a home team is a 71-yard gain.

·        Split Numbers - always roll two dice in split number situations. An example can be found on most running back cards under END RUN RIGHT, number 5.   Say, for example, the reading on the card was F+1, 2-9  +1, 10-12.  If the dice roll falls between 2 and 9 there is a fumble (F) with a one-yard gain. If the dice roll falls between 10 and 12, there is ONLY a one-yard gain. Most fumbles and interceptions occur in split number situations.

·        DOUBLE READING - on most running back cards there are some readings in parentheses.   Ignore the results in parenthesis as these relate strictly to the elementary version of the game.

·        X - Incomplete pass (also is a blank space on player or defensive card).

·        F - Abbreviation for Fumble. In most fumble situations, it will be necessary to roll the dice twice: the first roll determines if a fumble has occurred (split number situation); the second roll indicates which team recovered the fumble.

·        Int - Abbreviation for Interception.  In most interception situations, the dice must be rolled twice; the first roll determines if an interception has occurred (split number situation); the second roll determines the interception return.

 

INTERCEPTION RETURNS

When an interception occurs, roll two dice, and refer to the INTERCEPTION RETURN CHART for runback of interception.  Alternatively, the defense can decide not to try an interception return and accept possession of the ball at the point of the interception (this eliminates the possibility of a fumble). The figure following the word "intercepted" indicates the number of yards from the scrimmage line that the interception occurred. For example, "intercepted +13" would mean that the pass was intercepted 13 yards from the scrimmage line and the runback would therefore take effect 13 yards from the scrimmage line.  NOTE: Certain readings result in a TD for flat passes only – these TDs do not apply to look-in passes. 

 

If you wish to determine who recorded the interception another dice roll is necessary.  Roll 2 dice and refer to the Interception Determination Chart to see which defensive player has intercepted the ball.  In cases where the highest rating determines who recovers the ball randomly choose between players who are tied.  If a player who is not in the game is listed, or no defender qualifies, then roll 1 die and credit the following with the interception: 1:lcb 2:rcb 3-4:ss 5-6:fs. 

 

FUMBLES

Once a fumble has occurred, roll two dice to see which team has possession of the football.  If the dice roll is a 2 to 6, 11 or 12 then the team that lost possession of the ball recovers its own fumble, if it is a 7 to 10 the opposing team recovers the fumble.  If you wish to determine which player recovered the fumble another dice roll is necessary.  Roll 2 dice and refer to the appropriate Fumble Recover Chart to see which player has made the recovery.  After recovering the ball the player can attempt to advance the ball – see the Advancing Loose Ball Chart.  In cases where the highest rating determines who recovers the ball randomly choose between players who are tied.  If a player who is not in the game is listed, or no defender qualifies, then roll the dice again.  For fumbles that occur on kickoff and punt returns, if the offense recovers credit the returner with the fumble recovery.  If the defense recovers then randomly choose between all players rated “Linebacker” or “Defense Back”.

 


ADVANCING LOOSE BALLS

Whenever a loose ball is recovered (after fumbles or blocked kicks) the team that recovers has the option to either fall on the ball or to try to advance it.  If you wish to try to advance then roll 2 dice and refer to the Advancing Loose Balls Chart.  NOTE ON FUMBLES RECOVERED BY THE OFFENSE: On fourth down, during last two minutes of either half, or when attempting a 2-point conversion, the ball may be advanced only by the fumbling player.  If another offensive player recovers in any of these situations the ball may not be advanced.

 

PUNTS

Refer to punting section of the specialist card in the same fashion as kickoffs (as discussed before). To punt, the offensive coach announces that he will punt.  On the play selector the choice is made to either punt or fake the punt.  The defense then announces if it will put try to block the punt or not.  If the defense does not attempt to block the punt then ignore all running into the punter and roughing the punter penalties. If the defense attempts to block it then roll three dice when punting (otherwise roll 2 dice).  If the white die is a 1 and the red dice total 12 then the punt is blocked, disregard the reading found on the card.  In addition, other blocked punts occur on some punter’s cards.  Note: a punt cannot be blocked unless the defense has tried for the block (if a block occurs on the card ignore it and re-roll the dice).  Whenever a punt is blocked it must be recovered.  Use the Blocked Kick chart to determine which team recovers the ball.  The team that recovers can attempt to advance the ball – see the Advancing Loose Ball Chart.  If the offense attempts a fake then refer to the Fake Punt/Kick Chart instead of the punter’s card for the play result.  In addition, if a penalty occurs on a fake use the section relative to the play (Run or Pass).

 

COFFIN CORNER PUNT

Follow the above punting procedures but before rolling the dice announce this is a coffin corner punt.  After rolling for the punt and determining the initial punt distance roll all 4 dice.  Add the white die together with the two red dice and subtract this distance from the punt giving the adjusted punt distance.  If the black die is an X then the punt stays in-bounds and it may be returned. If the black die is a blank or a “D” then the punt goes out-of-bounds.  If the adjusted punt distance reaches the goal line, or it goes out of bounds past the goal line, then a touchback occurs (no return is possible).  EXAMPLE: Say the ball is on the defensive 35-yard line and a coffin corner punt is attempted.  The initial roll indicates a punt of 43 yards to the #1 Back.  Do not attempt a punt return yet.  Instead, roll all 4 dice.  Let’s say a black “D” was rolled along with a white three and two red sixes.  3+6+6 = 15 (this is the yardage to subtract from the initial punt distance).  43-15 = 28.  Therefore, this is a 28-yard punt that goes out of bounds on the 7-yard line.  Had the black die been an “X” then the ball would not have gone out of bounds and the number one punt returner could have elected to try and return it.

 

PUNT RETURNS

Refer to the PUNT RETURN section of the specialist card in the same fashion as KICKOFF RETURNS (as discussed before).  A coach can decide if he wants his punt returner to attempt to return the punt or let it bounce.  If he decides to try to return it, then roll all 3 dice when referring to the punt return column.  If a 1 is rolled on the white die then the punt bounces and cannot be returned.  In that case, and in the case where the coach has decided not to attempt a return, roll 2 dice and refer to the Punt Bounce chart to determine what happens to the ball after it bounces.  Note: A punt that bounces off a member of the receiving team and is recovered by the kicking team cannot be advanced.

 


EXTRA POINTS and FIELDGOALS

Refer to the proper section of the specialist card. To determine whether a field goal is successful consult that portion of field goal chart that coincides with your scrimmage line. If you are keeping statistical records, record field goal attempts 17 yards behind the scrimmage line, though you are referring to the scrimmage line for results. 

 

You cannot attempt a field goal which is greater than 63 yards long.  You can attempt a field goal that is longer than the listed range on the place kicker’s card, as long as it is not longer than 63 yards.  This “desperation” type of kick is considered good if the red dice total 2.

 

All field goals attempted and missed from beyond the 20-yard line will result in the defensive team taking possession of the ball at the spot of the kick which is 7 yards behind the line of scrimmage (NOTE: Prior to the 1994 season the ball would be spotted at the line of scrimmage, and prior to the 1974 season the ball would be spotted at the opponent’s 20 yard-line).  On any field goal attempted and missed where the spot of the kick is on or inside the 20-yard line, ball will revert to defensive team at the 20-yard line.  

 

Starting with the 1994 season the offense can opt to go for a 2 point conversion instead from the 2 yard-line (pass or run) instead of trying to kick an extra point.

 

The sequence for kicks is as follows:  The offense announces that it will kick a field goal or point-after.  On the play selector the choice is made to either kick it or to fake it.  The defense then announces if it will put try to block the kick or not.  If the defense does not attempt to block the kick then ignore all running into the kicker and roughing the kicker penalties. If the defense attempts to block it then roll three dice when trying for the field goal or PAT (otherwise roll 2 dice).  If the white die is a 1 and the red dice total 12 then the kick is blocked, regardless of whether or not it would have been good.  Otherwise, refer to the two red dice to determine if the kick was good.  If the defense attempts to block the kick then all rolls of 12 that are listed as “no good” are considered to have been blocked by the defense.  (CLARIFICATION: If the red dice total is 12 and the kick is listed as “good” then the kick is not blocked unless a 1 has been rolled on the white die).  Note: a kick cannot be blocked unless the defense has tried for the block.  If a PAT is blocked then play is whistled dead.  If a field goal attempt is blocked roll the 2 dice again and refer to the Blocked Kick Chart.  If the defense recovers they can attempt to advance the ball – see the Advancing Loose Ball Chart.  If the offense recovers the defense takes possession of the ball at the point of recovery.  If the offense attempts a fake kick then refer to the Fake Punt/Kick Chart instead of the kicker’s card for the play result.  In addition, if a penalty occurs on a fake use the section relative to the play (Run or Pass).

 

VARIABLE LENGTH FIELD GOALS

In order to provide more realism, to simulate varying conditions on the field, and to differentiate field goal distances more precisely you can use this optional Variable Length Field Goal rule. 

 

After the offense decides to kick a field goal two dice are first rolled and the Variable Length Field Goal Chart is consulted.  This chart adds or subtracts up to 5 yards to or from the chances on a field goal attempt.

 

For example, say you are about to try a field goal from the 24 yard-line.  You would normally consult the “23-32” column for this field goal, but when using this rule that might not be the case.  First roll two dice and consult the Variable Length Field Goal chart.  Say that a “4” is rolled.  The chart says to subtract 3 yards from the original field goal location before determining which column to use for the field goal.  In this example, 24 minus 3 is 21, so the “13-22” column for the place kicker is consulted for the upcoming field goal attempt instead of the “23-32” column.

 

SAFETIES

A safety occurs on all plays where a loss of yardage brings the ball back to the offensive teams’ goal line or beyond.  For instance, if a -2 result occurs from your 2-yard line that is considered a safety.  After a safety, the team that was scored upon puts the ball in play with a “free kick” from its own 20-yard line.  NFL teams almost always punt in this situation.  The punting & punt return cards should be used for this kick.   Obviously a blocked punt cannot happen, so if this reading occurs then re-roll the dice.  Also, add 15 yards to the length of the free-kick punt as read from the punting column.