Table of Contents:
How to Play
Running the Clock
Kick Off Punts and Field Goals
Fumbles
Interceptions
Penalties
Miscellaneous
How to Play
Pick a play card
There are 5 play books titled "Defense", "Runs", "Passes", "Screens-Play Action"
and "Special Teams". Inside each play book are the play cards as defined by those
categories. To select a play, right click on the card and then choose "Select Play".
That will send the play to the View Window.
Place Defensive card over Offensive card
Select a defensive play and the VASSAL module will place it over the offensive
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 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 three results 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, if red, move to center, etc.
Running the Clock
After each play the clock is moved. Right click on the time clock arrow for a menu
clock adjustments. The time includes the time which ran off the clock from the end
of the previous play to the end of the current play. Therefore, if the clock was
running after the previous play, the time will include the time it takes for the
offense to get the ball in play.
Play with clock moving after previous play- 48 seconds (4 marks)
Play with hurry-up* with clock moving after previous play- 24 seconds (two marks)
Play with clock stopped after previous play- 12 seconds (one mark)
* 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. They simple state they are in hurry up offense before the plays are chosen.
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. If a third or fourth kick is required, another 12 seconds will elapse, and so on.
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. This takes no time off the clock but costs one down. This may be done just once per team per half.
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 scoreboard.
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 to stop the clock.
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.
Kick-Offs, Punts and Field Goals
Kick-offs
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. 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 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/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 the regular punt return card to determine the run back.
All fair catches are considered to be on the red for field position.
Kick and Punt Returns
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 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 forward from the 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 bottom portion of the result box 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 card from 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 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. 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 top portion of the result box reads “20 F”. In this case the returning team shakes again and if a 2,6, or 7 is shaken the ball is fumbled and the kicking team recovers. Otherwise it is a 20 yd return.
On onside kick returns and on punt returns when the top portion of the result box includes an “F”, then the returning team flips a coin. On a heads read the top portion of the result box which will include a fumble. All fumbles on these plays are recovered by the kicking team.
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.
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. A fumble by the offense 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”- When an interception occurs from a result of a 2,12 or 4, and there is two minutes or less left in a half, regulation time, or overtime after the play, then it will automatically be “reviewed”...
At all other times, the offensive team may “challenge” the play, if they have at least one time out remaining. However, with this kind of challenge, each team is limited to one successful challenge per half, or two total challenges per half. Use the scoreboard to keep track of remaining challenges 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 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 play has been determined, including any other flips for fumbles, or blocked kicks, the offensive player rolls the dice to determine the penalty.
Exceptions:
Penalties 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 9.
Penalties on Kicking team on Kick-Offs- All penalties on the kicking team on kick-offs (offense) are five yards. The return team may choose to add the five yards to the return, or have the kicking team re-kick from 5 yards back.
Penalties on Returns
Penalties on the kicking team (defense) during any kind of kick or punt return are added to the end of the run back.
Penalties on the return team (offense) during any kind of kick or punt return are 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.
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 when determining the penalty result the penalty will depend upon the kind of play which was called. If it is on a special teams play or run it is D5, if on a short pass D7, if on a medium pass D17, if on a long pass D 40. Note: if it was on a pass play the penalty is pass interference and includes a first down. Short passes include– the first five on the top row of the red passes book, and the first four on the top row of the Play Action book– plus the 37 U Shoot. Long passes are the five which can not be used on the 20 yd line or closer. The rest of the passes are medium.
Miscellaneous
Passes
"Inc" denotes incomplete pass -no hashmark dot and 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 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 ball out of end zone.