1. Pick our play card
There are 5 play books titled "Defense", "Runs", "Passes", "Screens-Draw" and "Special Teams". Inside each playbook is the play cards as defined by those categories. To select a play, right click on the card and then choose "Select Play" or simply click and then Ctrl-S. That will send the play to the View Window.
2. Place Defensive card over Offensive card
The VASSAL module will do this automatically for you.
3. Flip the Selector Bead
Click on the Selector Bead icon in the top menu. This is actually a D100 set of dice. The bead next to the view window doesn't move and is there for cosmetic purposes only.
4. Read the yardage results
There are five small "yardage windows" showing, giving 15 possible results for this combination of plays and defense. Find the proper yarder window using the scale in this manner: The scale next to the view window is used to read the D100 result. Read the scale from bottom to top, so if a set of lines read "20" and the next line is "50", then that range is 21-50 (1-20 was before the line, 51+ is beyond the line). Read to the left following the line for that scale range to find the yardage window for your Selector Bead D100 results.
5. Read the correct yardage
Only one of the thre numbers in the yardage 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. On the slide, there are two sets of colored triangles, one set facing each way (on the left, is a black triangel; in the center, red; on the right, blue). 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.
6. 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 and check the small square dot (hasmark 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, Ctrl+[; if red, move to center, Ctrl+], etc.
7. Advance the Time Clock
Right click on the time clock arrow. A menu will show the list of plays and their yardage. Pick the appropriate option for the play/yardage just gained or lost (select "no gain" for negative yards). During the last two minutes of each half, use the "2 Min" play options for the clock if you choose (you may not choose to conserve the time). The times for each type of play is summarized below.
8. Time Outs
Three time outs allowed per team, per half. When a team calls for a time out, do not adjust the time marker for the play just ran. A Time Out must be called before the play is run! Keep track of time outs remaining on the appropriate indicators, Ctrl+[ or ] to adjust after clicking on the number.
9. Set the clock before starting game
Set the clock to 15 (left arrow) before starting game and each new quarter. Quarter ends when clock again reaches zero.
Recording the score
Keep track of quarter, down, score and time outs remaing on scoreboard (Ctrl+] or [ after clicking on number to adjust). Use 10 yard marker on edge of field as you would chain on sidelines to mark yards to go (Ctrl+left/right arrow to move 10 yds, just left/right arrow to move it a single yard).
The Rules of NFL apply.
Kick-off/Onside Kicks
Use special kick-off card. Kicking team inserts card for kick-off or onside kick and operates probability selector, moving ball the resulting yardage. Receiving team then operates selector to determine runback and lateral field position. If the kicking team tries an onside kick, and the returning team hits an "F", the kicking team recovers the ball at the spot indicated.
Punts/Angle Punts
Use special card for punt and return. All punts are measured from the line of scrimmage. If an angle punt does not go out of bounds (OB) or is not a touchback use the punt return column to determine the run back.
Blocked kicks
BLK-10 indicates blocked kick recovered by defense 10 yards back of the line of scrimmage. All blocked kicks are recovered by defense.
Fumbles
7F indicates that the ball is fumbled after 7 yard gain and recovered by opponent. Again, -7F would indicate a loss of 7 before fumbling. Fumbles recovered by the offense are not indicated. If the play carries to or over the goal line before the fumbler (for example, 10F from the defense's 5 yard line), then it is a touchdown since the fumble did not occur until the runner crossed the goal line. Fumble results include any runback which may have occurred.
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 beyond the ten yards of the end zone (37i from the defense's 5 yard line, for example) is ruled incomplete.
Penalties
If the selector bead lands in the "P" area, there is a penalty. Flip the selector bead once again to see what the play would have been. Then the offensive player inserts special penalty card and flips bead. "O15" means a 15 yard penalty against the offense whereas "D5" means a 5 yard penalty against the defense. On kickoffs, the kicking team is considered to be the offense; all 5 yard penalties are measured from the kicking team's 35 and the kick goes over; all 15 yard penalties are measured from the end of the return and it becomes first and ten. The opponent of the penalized team always has his choice of the penalty or the offense plus loss of down, and "D15fd" means a 15 yard penalty on the defense plus an automatic first down.
Field goals and extra points
Use special card. If the selector produces a 37, and your line of scrimmage was the 37 or closer, then your kick is good. If the line of scrimmage is the 40 or further, and the kick is no good, it is assumed that the kick is short and could be fielded by the defense, so the defense may choose to return the kick if it wants, using the punt return card and figuring the return from the goal line.
Passes
"Inc" denotes incomplete pass -no hashmark dot is shown since next down starts at the same point. The five long passes (X fly, Z fly, Z post 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 a touchdown; 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 gain on pass puts ball out of end zone.
Two Minute Options
To make the play of the game even more realistic and exciting the following different times should be used during the last two minutes of either half.
A play is considered to have gone out of bounds (O.B.) if it starts and ends up on the right or left hash mark. A play starting in the middle cannot go out of bounds no matter where it ends.
NORMAL PLAY
|
TWO-MINUTE CLOCK
|