HOW TO PLAY NFL STRATEGY


Pick a play card
There are 5 play books titled "Defense", "Runs", "Passes", "Screens-Draw" and "Special Teams". Inside each play book 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.


Place Defensive card over Offensive card
The VASSAL module will do this automatically for you.


Click the Die Icon
Click on the dice icon in the top menu. The number represents two die.


Read the yardage results
On plays from scrimmage, there are five small "yardage windows" showing, giving 15 possible results for this combination of plays and defense. Find the proper yardage window using the number on the die.


Read the correct yardage
Only one of the 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 triangle; 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.


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 (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, Ctrl+[; if red, move to center, Ctrl+], etc.


Advance the Time Clock
After each play the clock must be moved. Right click on the time clock arrow. A menu will show a list of clock adjustments. Each play is considered to take 12 seconds, or one mark on the clock.


Play with clock stopped- 12 seconds (one mark)


Hurry Up* play with clock running- 24 seconds (two marks)


Play with clock moving- 48 seconds (4 marks)


* An offense may run a “hurry up” offense in the last two minutes of the first half and the last four minutes of the fourth period or overtime period.


Timing Notes:


1. A kick-off with no return, and an extra point take no time.


2. 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


3. 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.


4. There is always time for one more play after a successful onside kick.


5. The clock remains stopped after all penalties, even if they are declined.


6. The clock stops on all changes of possession.


Running Out-of-Bounds to stop clock- If a play starts on the red hashmark and ends on either the black or blue hashmark, or begins and ends on black, or begins and ends on blue, a 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. Normally, this takes 12 seconds (one mark) off the clock, and costs one down. However, if there is just 12 seconds left in the game, the spike will allow for one more play.


Time Outs
Three time outs allowed per team, per half. When a team calls for a time out,
the next play will run 12 seconds (one mark). Keep track of time outs remaining on the appropriate indicators, Ctrl+[ or ] to adjust after clicking on the number.


Two-Minute Warning/End of Game Notes-


1. If the clock is running with 36, 24, or 12 seconds remaining before the Two-Minute Warning, or before the end of any period, the offense may allow the clock to run down to two minutes, or may allow the period to expire. In these cases, the defense may call time-out if they have one remaining.


2. Any play started prior to the Two-Minute warning which ends after two minutes, is deemed to be over with 1:48 left on the clock (one mark after the two minute mark).


3. 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.


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 remaining 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).


Kick-off/Onside Kicks
Use special kick-off card. Kicking team inserts card for kick-off or onside kick, shakes the die and moves ball the resulting yardage. Receiving team then shakes to determine run back and lateral field position. 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 Kick Notes:


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 teams second attempt, the receiving team takes over the ball where it went out of bounds. If this happens the ball will be considered to have gone out of bounds 10 yards down field. The kicker decides which side of the field.


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” over “0", then flip the coin. If it reads heads take the top result– “0F”. On onside kicks all fumbles are recovered by the kicking team.


Punts/Angle-Touch Punts
Use special card for punt and return. All punts are measured from the line of scrimmage. If an angle/touch punt does not go out of bounds (OB), is not downed (DN) or is not a touchback, use the punt return column to determine the run back. All fair catches are considered to be on the red for field position.


Long Return Notes: On kick and punt returns where “see below” is indicated, the returning team operates the die selector again. Using that number the return is determined by the results in the big box below the respective return column.


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. A missed FG may not be returned. After a missed FG the defense takes over seven yards forward from the line of scrimmage.


Free Kick after Fair Catch


A field goal may be tried after a fair catch. 10 yards are added to the kick shown on the card. A missed free kick gives the defense the ball from the point of the kick.


Blocked kicks
When a field goal reads “BLK”, flip a coin. If it is heads read the distance of the kick, if it is tails it is blocked and may be returned with the punt return card from 5 yards behind the line of scrimmage. If a punt reads “BLK” the kicking team
operates the die selector 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.


Fumbles


Kicking Plays- On kick, punt and onside kick returns in which an “F” appears, flip the coin for the result. All fumbles on these plays are recovered by the kicking team.


Plays from Scrimmage- On all other fumbles, the offensive team flips the coin. If it is heads the defense recovers, if it is tails the offense recovers. If the play carries to or over the goal line before the fumble (for example, 10F from the defense's 10 yard line), then it is a touchdown since the fumble did not occur until the runner crossed the goal line. A fumble recovered at the offense’s own goal line would be a safety if the offense recovers, or 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 beyond the ten yards of the end zone (37i from the defense's 5 yard line, for example) is ruled incomplete.


“Reviewing Interceptions”- When an interception occurs from a result of 3 or 5, it may be “reviewed” by the offensive team. In order to challenge a play a team must have a time out remaining or there must be less than two minutes left in the game or half after the play. However, they are limited to one successful challenge per half, and two attempts per half. To challenge a play 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 considered incomplete.


Penalties on Plays from Scrimmage
If a 2 is rolled it is a penalty. If a 5 or 9 is rolled, the coin is flipped twice, if it is heads twice it is a penalty. If there is a penalty the offensive team rolls again for the result of the play. Then, after the play has been determined, including any other flips for fumbles or blocked kicks, the offensive player inserts the special penalty card and rolls die to determine the penalty.


Penalties on Plays from Scrimmage

On kick-offs, punts, and field goals- If a 9 is rolled, the coin is flipped once. If it is heads it is a penalty.

On kick-off returns, punt returns and blocked kick returns- If a 5 is rolled, the coin is flipped. If it is heads it is a penalty


On-Side Kick-Offs: No penalties can occur on onside kicks except for kicking the ball out of bounds.

Penalty Notes:


"O15" means a 15 yard penalty against the offense whereas "D5" means a 5 yard penalty against the defense.


“D fd” means the penalty results in an automatic first down.


“inc ld” 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 comes up when determining a penalty the result depends upon whether the play was a run, a short pass, a medium pass, or a long pass. If it was on a pass the result includes an automatic first down. Special team penalties for an 8 should be treated as runs.


Kick-Offs- All penalties on kick-offs are five yards. If the penalty is on the offense (the kicking team). The return team may choose to add the five yards to the return, or have the kicking team re-kick from 5 yards back.


Returns- Penalties on the defense are added to the end of the run back. Penalties on the offense is deemed to have occurred at the mid way point of the run back.. Therefore, on a return of 22 yards the penalty on the defense is enforced from the point 11 yards ahead of where the kick traveled to. If the return is an odd number, reduce the penalty ½ yard to place the ball on a whole yard.


Penalties Enforced on 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 will be 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.


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, B 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 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.