Table of Contents:
How to Play
Running the Clock
Kick-Offs, On Side Kicks, Punts, Field Goals, Extra Points,
and 2 pt Conversions
Fumbles
Interceptions
Penalties
Miscellaneous
How to Play
Pick a play card
There are 5 play books --"Defense", "Runs", "Passes", "Screens-Play Action" and
"Special Teams". To select a play, right click on the card and then choose "Select
Play", which will send the play to the View Window. When both the offense and
defense have chosen a play right click on the black window and choose “Reveal
Play” to see the cards.
Click the Die Icon
Click on the dice icon in the top menu. The number represents the total of two die.
Find the correct result
On plays from scrimmage, there are five small "result windows". Find the proper
yardage window using the number on the die. Only one of the three results in the
result window is correct for your play. It depends on whether you started the play
in the center of the field, or on the left or right hash mark. Look at the ball on the
field and the ball-marker slide that carries it. If you started the play with the ball
in the center of the field (red), read the red number in the yardage window; if on
the left (black), read the black number, etc.
Mark off the yardage and move ball right, left, or center
Slide the marker forward or back (Ctrl+left/right arrow for 10 yd increments,
Left/Right arrow for 1 yd increments) to show the new correct yardage. Be sure to
check the small square dot (hashmark dot) that is just to the left of your correct
yardage in the yardage window. If that dot is black, move the ball to the left
hashmark, if red, move to center, etc.
Running the Clock
After each play adjust the time by right clicking on the red arrow and choosing the
clock adjustment from menu.
The time each play takes varies based on...
1. Time elapsed before the snap (in the huddle, etc.)
2. Time elapsed during the play
If the clock is stopped– total play takes 12 seconds (one line on the clock)
a) time elapsed before snap– 0 secs
b) time elapsed during play– 12 secs
When is the Clock Stopped?
1. After all incomplete passes, including spiking the ball
2. After a player runs out of bounds (see below)
3. After any score– TD, FG, or safety
4. After any change of possession– due to a punt, kick-off, turnover, or on downs
5. After any penalty– whether accepted or declined
6. After a called time-out
7. At the two minute warning
Note: In all other situations the clock will be running prior to the snap
If the clock is running– play takes 48 secs (four lines), or 24 secs (two lines)
Regular Pace Offense– 48 seconds total
a) time elapsed before snap– 36 secs
b) time elapsed during play– 12 secs
Hurry Up Offense*– 24 seconds total
a) time elapsed before snap– 12 secs
b) time elapsed during play– 12 secs
* An offense may run a “hurry up” pace in the last two minutes of the first half and the last four minutes of the fourth period or overtime period. They simple state they are in hurry up offense before the plays are chosen.
Timing Exceptions:
1. A kick-off with no return and an extra point take no time.
2. Spiking the ball counts as a loss of down, but no time elapses.
3. There is always time for one more play after a successful onside kick.
4. Even if the clock is running, as long as time remains on the clock, there is time to get another play off at the end of the game.
5. If, due to a kick out-of-bounds, a second onside kick is attempted, the clock will only run 12 seconds total for both kicks.
6. If there is a penalty on a kick-off, so that a second kick is necessary, the total time elapsed for the two kicks will be 12 seconds. If a third or fourth kick is required, another 12 seconds will elapse, and so on.
7. Two-Minute Warning/End of Game Exceptions
a) If the clock is running with 2:36, 2:24, or 2:12 left in either half, the offense may allow the clock to run down to two minutes.
b) If the clock is running with :36, :24, or :12 seconds before the end of any period, the offense may allow the clock to expire.
Note: In both cases above, the defense may choose to call time-out to stop the clock instead.
c) If the clock is running with 2:24, or 2:12 remaining in either half and the offense runs a play then the play will end at 1:48 and the two minute warning will be observed at that time.
Running Out-of-Bounds to stop clock:
If a play...
1. Begins in the black color zone and ends in the black, or
2. Begins in the blue color zone and ends on blue, or
3. Begins in red zone and ends in either the black or blue zones.
Then, the player may run out of bounds to stop the clock for the next play. If a player does this, 5 yards are subtracted from the gain on the play.
Spiking the Ball- If the clock is running, a player may “spike the ball” to stop the clock for the next play.
Time Outs
Three time outs are allowed per team, per half. Keep track of time outs remaining
on the scoreboard.
Kick-Offs, On Side Kicks, Punts, Field Goals,
Extra Points, and 2 pt Conversions
Note: On special teams cards the result sometimes appears with one result over another. In such cases you either flip a coin (heads is top, tails is bottom result), or, when smaller numbers appear with one result, you roll the dice. If one of the numbers with the result is rolled, then that result is taken for the play.
Kick-offs:
Use special team kick-off card. Kicking team shakes the die and moves ball the
resulting yardage. Receiving team then shakes to determine run back.
If a regular kick-off goes out of bounds the receiving team automatically takes over 30 yards from the spot of the kick-off.
A kick-off going to the back line of the end zone is an automatic touchback.
Onside Kicks:
1. By rule, if an on-side kick goes out of bounds on a team’s first attempt, the team incurs a five yard penalty. If an on-side kick goes out of bounds on the second attempt, the receiving team takes over the ball where it went out of bounds.
2. Unless the kick goes “out of bounds”, it is considered to be in play, even if the kick is less than 10 yards.
3. If the return reads “0F", then the returning team flips the coin. If it is heads, kicking team recovers.
Punts/Touch Punts
Use special teams card for punt and return. All punts are measured from the line of
scrimmage.
The “Touch Punt” may only be used from the 50 yd line or closer.
If a touch punt does not go out of bounds (OB), is not downed (DN) or is not a touchback, then use punt return to determine the run back.
Kick and Punt Returns
Long Return Notes: On kick and punt returns where “see below” is indicated, the
returning team shakes again. Using that number the return is determined by the
results in the big box below the respective return column.
Extra Points
Use special team card. If a 12 is shaken, the offense shakes again. If a 7 or 12 is shaken on the second roll the extra point is no good. If a penalty moves the extra point back, use the FG card to kick the extra point from the new line of scrimmage.
2 pt Conversions– These are attempted from the two yard line
Field Goals
Use special teams card. If the selector produces a 37, and your line of scrimmage
was the 37 or closer, then your kick is good. A missed FG may not be returned.
After a missed FG the defense takes over seven yards back from the original line
of scrimmage.
Free Kick after Fair Catch
A field goal may be tried immediately after a fair catch. 10 yards are added to the FG result shown on the card. A missed free kick gives the defense the ball from the point of the kick.
Blocked Kicks
On a field goal when an 11 is shaken, the top portion of the result reads black 7,
red 9 and blue 5 and the bottom portion reads “BLK” -5. In this case the kicking
team flips a coin. If it is heads read the distance of the kick from the top of the
result box. If it is tails, it is blocked and is returned with the punt return 5 yards
behind the line of scrimmage.
On a punt when a 12 is shaken, the bottom portion of the result box reads “BLK” -10. In this case the kicking team shakes again. If it is a 2,3, or 4 the kick is blocked and may be returned from 10 yards behind the line of scrimmage. If it is any other number it is a 45 yd punt.
Fumbles
Fumbles on Kick/Punt Returns:
On regular kick-off returns when a 2 is shaken the result is 20 yds and a fumble. Shake again, if a 2,6, or 7 is shaken the defense (kicking team) recovers the ball.
On onside kick returns and on punt returns when the result includes an “F”, the returning team flips a coin. If it is heads the kicking team recovers the fumble.
Fumbles on Plays from Scrimmage- On fumbles on plays from scrimmage, the offensive team flips the coin. If it is heads the defense recovers, if it is tails the offense recovers.
Fumble Notes:
If the play carries to or over the goal line on a fumble (for example, 10F from the defense's 10 yard line), then it is a touchdown. The fumble is deemed not to have occurred until the runner crossed the goal line.
And, a fumble at the offense’s own goal line is a safety if the offense recovers, a touchdown if the defense recovers.
Interceptions
13i indicates an interception and return to within 13 yards of line of scrimmage.
Again, -17i indicates an interception and return 17 yards beyond the line of
scrimmage toward the offense's goal. A pass which is intercepted ten yards beyond
the goal line is considered to be out of the end zone (37i from the defense's 5 yard
line, for example) and is ruled incomplete.
“Reviewing” Interceptions- Interceptions that result from the shake of a 2,12 or 4 may be “review-able”.
When Interceptions May Be Reviewed:
1. During the Final Two Minutes of Either Half or Overtime.
All “review-able” interceptions which occur in the last two minutes of each half or overtime period (time showing after the play) may be reviewed by the offense...
a) If the offense have not already had two successful reviews, and
b) If they choose to review the play.
2. At all other times, “review-able interceptions may be reviewed by the offense...
a) If they have at least one timeout remaining, and
b) If they have not already had two successful reviews during the game
Use the scoreboard to keep track of total successful challenges remaining.
How to Review Interceptions
To review an interception the offense flips the coin. If it is heads the interception
is upheld and the offense is charged with a time-out. If it is tails the interception is
overturned and the pass is incomplete.
Penalties:
On most plays (see exceptions below) when a 3 is rolled there is a penalty. In this case, the offensive team rolls again for the result of the play (if another 3 is rolled it is used for the play result). Then, after the result of the play has been determined, including any other flips and shakes for fumbles, or blocked kicks and returns, the offensive player rolls the dice to determine the penalty.
Exceptions:
Penalties on On-Side Kick-Offs: No penalties can occur on onside kicks except for kicking the ball out of bounds. So, take the regular result of a 3.
Penalties on Kick-Offs- All penalties on kick-offs, whether the 3 is shaken on the kick-off or return are deemed to have taken place during the return. The receiving team will shake for the penalty result and will be the “offense” for the result. If the kick-off team shakes a 3 and then return team also shakes a 3– the result of the return team’s 3 will be used. There will not be two penalties on the play unless the shake produces the “nullified” result.
Enforcing Penalties on Kick-Offs
Penalty on kick-off team (defense)– Return team may choose to add the result of the penalty to the end of the return, or have the kicking team re-kick. However, if the kicking team has to re-kick, the longest the penalty can be is 5 yards even if the result was a bigger penalty.
Penalties on the kick-off return team (offense)– A penalty on the kick-off return team is deemed to have occurred at the mid way point of the run back. For example, on a return of 22 yards the penalty on the offense is enforced from the point 11 yards ahead of where the return began. If the return is an odd number, reduce the penalty ½ yard to place the ball on a whole yard.
Enforcing Penalties on Punts
Penalties on the punt team (offense)– a penalty on the punt team during the punt is enforced at the return teams discretion from the punt teams line of scrimmage. If the penalty is enforced, the punt team will repeat fourth down and may punt again.
Penalties on the punt return team (defense)– a penalty on the return team during the punt is enforced from the line of scrimmage at the discretion of the punting team. If the penalty is enforced the punt team may get a first down, or may repeat the current down by punting again or running a play from scrimmage.
Enforcing Penalties on Punt Returns
Penalties on the punt team (defense)– a penalty on the punt team during the punt return is added to the end of the return.
Penalties on the punt return team (offense)– A penalty on the punt-return team during the punt return is deemed to have occurred at the mid way point of the run back. For example, on a return of 6 yards the penalty on the offense is enforced from the point 3 yards ahead of where the return began. If the return is an odd number, reduce the penalty ½ yard to place the ball on a whole yard.
Penalties Enforced on Ensuing Kick-Off
15 yard penalties on the defense on a field goal or touchdown,
or any penalty by the defense on a successful extra point are enforced on the ensuing kick-off.
Penalties Leading to a Safety
If an “O 15 inc ld” occurs on an incomplete pass play which started on the 15 yard line or closer, or if an “O 10" penalty occurs on a play started on the three yard line or closer, then the defense will score a safety.
Penalty Notes:
"O15" means a 15 yard penalty against the offense whereas "D5" means a 5 yard penalty against the defense.
“D fd” means penalty on the defense which results in an automatic first down. Note: penalties as a result of an 8 on a pass play also include an automatic first down.
“loss dn on inc” means the penalty is a loss of down for the offense if the result was an incomplete pass.
“auto” means the penalty must be taken, because the flag was thrown before the play started. However, “auto” does not apply to special teams penalties.
“Nul” means off setting penalties.
If the number 8 is shaken for the penalty the result will depend upon the kind of play which was called. If it is on a licking play or a run it is D5. If it is on a pass, the result depends on the length of the pass– if it is on a short pass it is D7, if on a medium pass-- D17, if on a long pass-- D 40.
Short passes– the first five on the top row of the pass play book, and the first four on the top row of the Play Action play book– plus the 37 U Shoot.
Long passes are the five which can not be used on the 20 yd line or closer.
Medium passes are all the others
Miscellaneous
Passes
"Inc" denotes incomplete
The five long passes (X Fly, Z Fly, Z Post, U Fly and 54 Y Go) may not be used
on the opponent's 20 yard line or closer.
Short yardage defense
Can be used only on third or fourth down and one or two yards to go for a first
down; or anytime on defense's three yard line or closer.
Too many yards?
If a play gains more yards than needed to score a touchdown, it is ruled a
touchdown even if the gain on a pass puts the ball out of end zone.