Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
The "Rules" page:
This page has Sample Plays that describe the Beginner rules first so you can learn while watching plays and start playing quickly. The Amateur, College and Pro-Football rule differences are pointed out so you can incrementally add them to your game play as you seek a greater challenge and more realistic game play.
This page describes the Beginner rules first so you can start playing right away. The College and Pro-Football rules are described next so you can incrementally add them to your game play as you seek a greater challenge and more realistic game play.
The HOME team (blue) will have the ball first and the VISITORS (red) will have the last drive. This is a courtesy to the visiting team because it is a slight advantage to have the ball last.
First, the HOME team lines up the offensive player pieces on one side of the of the LOS. Then the VISITORS line up their defensive players on the other side to counter the offense's lineup. There are 2 player piece types: Linemen and Backs. The Linemen are rectangular and the Backs are triangular.
Beginners: Linemen move only 1 vertical space backwards and 2 in every other directions. Backs can move 2 spaces back and 3 in all other directions on each roll of the dice
🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈
This demonstrates Beginner, College and Pro-Football rules through sample plays.
Demonstrates Block, Push and Player Placement in and around the pocket through sample plays. Protect your QB. Take advantage of opponents when they over-pursue.
This demonstrates Beginner, College and Pro-Football rules through sample plays.
This demonstrates Beginner, College and Pro-Football rules through sample plays.
"Game Play Overview:
There are several play options to the game. You can adjust these options so that a game lasts as long as a 3-hr regulation football game or as quick as 10 minutes. These are the methods you can adjust:- SCORING method - Standard vs. QUICK - GAME VERSION - Full-Field vs. Mid-Field- END OF GAME - TIMING vs INNINGS method
SCORING method:
Regular-scoring - This football field is a simulation of a 10-yard field. The white yard markings are there for reference. When a touchdown is made on the field, on the scoreboard you get 10 points (or 10 yards), just like a first down. To win you must score 10 times to reach 100 yards, which is one Game Touchdown. This is the longest version of the game.
Quick-Score Method - The quick-score method uses yardage gained on each drive whether a touchdown is made or not. With the quick score method you can start at the 20-yard line and take 4 downs to gain as much yardage as you can. After 4 downs, you add up the yardage using the white yard markings. For example if you are tackled at the 1-yard line (white marking is 10-yard mark), then you get 70 yards because you gained 30 yards to mid-field and another 40 yards to the 10-yard mark.
GAME VERSION method:
Mid-Field game version - To make the game play even quicker, you start at mid-field and each team has only 1 down per drive, which means there is 1 play per team. This play method is good for beginners to learn and for all play levels to practice. By starting at mid-field and allowing only 1 down (one play) per drive per team, teams do not have long to wait before they get the ball at offense.
Timing-Method - You can set a timer to any length of time you want to play for the half or for the entire game. When the timer goes off then you complete the drive inning and check the score.
You can use quick-scoring with the MID-FIELD game version so a game can be over in less than 15 minutes. Serious players can use standard scoring with the FULL-FIELD game version for a full length 3 hour game. You can adjust the rules for any length of play.
MID-FIELD game version:
Some sample plays using the "Mid-Field" version of the game. It is the same as a standard "Grid-Football" game except there is only 1 down per drive per team, and the Line of Scrimmage" (LOS) is always at mid-field (50-yard line).
This is a fun game because each team has only 1 down at offense so you are not waiting long for your turn at offense, and you can complete a full game in 10 to 20 minutes. When both teams complete one offensive drive it is considered a "drive inning". The game must end at the end of a drive inning so both teams have an equal number of turns at offense by the end of the game.
QUICK-SCORING method:
Any yards gained on a team's drive are added to the scoreboard even if a touchdown is not made. For example, if you complete a pass (or run) for 30 yards but you are tackled before reaching the endzone, then 30 points (yards) are added to the scoreboard. This is a very quick game because it will only take a few drives for a team to reach 100 yards to win.
START GAME:
The HOME team (blue) will have the ball first and the VISITORS (red) will have the last drive. This is a courtesy to the visiting team because it is a slight advantage to have the ball last.
First, the HOME team lines up the offensive player pieces on one side of the of the LOS. Then the VISITORS line up their defensive players on the other side to counter the offense's lineup. There are 2 player piece types: Linemen and Backs. The Linemen are rectangular and the Backs are triangular.
🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈 🏈
Part 1 - This video demonstrates how you can start playing the game at the Beginner level within 10 mins of opening the box. Later we will show you how to start adding college-football rules to play a more challenging and accurate simulation of this football game. All of these rules apply to the more advanced levels (college and pro-football game rules)
Part 2 - This shows you how to start playing a game within 10 minutes of opening the box using "Beginner" (Amateur) Rules. Part 1 shows you how to get started and this video demonstrates the next set of rules you need to know to continue playing this same game.
Part 3 - This shows you how to start playing a game within 10 minutes of opening the box using "Beginner" (Amateur) Rules. Part 2 shows you how to manipulate the linemen and the backs. This video demonstrates how you can use those rules to continue playing this same game.
This is appears to be a standard 100 yard field but it is about 1/4 the size of a standard football field. When you think of a 10-yard endzone, then you can approximate this field to be a little more than 40-45 yards.
The markings are there just for reference. Each grid space represents approximately 1X1 yard or 2X2 yards, which becomes clear when compared to the size of the player pieces. The black yard markings along the first grid lane (sidelines) are between 1 and 10 yards. Those are the actual yard markers for the field size.
This is appears to be a standard 100 yard field but it is about 1/4 the size of a standard football field. When you think of a 10-yard endzone, then you can approximate this field to be a little more than 40-45 yards.
The markings are there just for reference. Each grid space represents approximately 1X1 yard or 2X2 yards, which becomes clear when compared to the size of the player pieces. The black yard markings along the first grid lane (sidelines) are between 1 and 10 yards. Those are the actual yard markers for the field size.
The field can between 10 or 20 yards depending on the game. When playing the quick version of "Mid-Field" game, then mid-field represents the 50-yard line, If you gained 40 yards in that one down, you score 40 points (yards) on the scoreboard.
When playing a longer standard Grid-Football game, then mid-field represents the 5-yard line, and the entire field is 10 yards as indicated by the black yard-line markers.
The entire football field is divided into grid cells which are identified by light and dark green colors.
A grid column (or grid lane) runs vertically from endzone to endzone. A grid row runs horizontally from sideline to sideline.
Player pieces on the same team cannot share a grid cell. When a offensive and defensive player piece are in the same grid cell it is typically considered a block while in the Block Zone.
Each grid cell is further divided by dashed lines which are used to separate the 2 player pieces within a Block.
There are also referee markers on the field to indicate where to place the ball at the start of a drive.
There are referee markers on the 20-yard lines for standard Grid-Football games, and at midfield (50-yardline) for Grid-Football Chess.
A Block is when an offensive player piece and a defensive player piece share the same grid cell.
All Blocks are based on the position of the QB. When in a Block, the defensive player pieces are facing the QB. The offensive player pieces are always facing away from the QB when in a Block. There are 3 grid cells that define the back of offensive player piece.
The Ball is both a Game Piece and a Player Piece. The Ball behaves as a player piece because it uses energy units from the dice roll to move.
The Football ball has a peg that is used to insert into the holes of the Backs (and sometimes the linemen).
Standard backs can move 3 grid cells forward, 2 grid cells backward, and 2 grid cells left to right. There are a variety of shortcuts that allow backs to move anywhere within its range with only two energy units.
LINEMAN
The footprint of the linemen is a rectangle with a 45-degree wedge missing from two corners. This indicates where the back of the linemen is and allows players to align themselves diagonally within a grid cell:
Note: The linemen can be a simple rectangle and the rules still apply. The wedge is just a visual aid that shows where the player piece’s back is lined up. This is useful when calculating blocking rules.
Offensive Linemen protect the QB by blocking defensive player pieces from sacking the QB. See “Player Movement” and “Blocking” sections for details
The Ball is both a Game Piece and a Player Piece. The Ball behaves as a player piece because it uses energy units from the dice roll to move.
The Football ball has a peg that is used to insert into the holes of the Backs (and sometimes the linemen).
The footprint of the linemen is a rectangle with a 45-degree wedge missing from two corners. This indicates where the Linemen is aligned relative to the QB.
Note: The linemen can be a simple rectangle and the rules still apply. The wedge is just a visual aid that shows where the player piece’s back is lined up. This is useful when calculating blocking rules.
Offensive Linemen protect the QB by blocking defensive player pieces from sacking the QB. See “Player Movement” and “Blocking” sections for details. They are also used to push the opponent’s player pieces out of the way so that backs can run through the line.
Standard backs can move 3 grid cells forward, 2 grid cells backward, and 2 grid cells left to right. There are a variety of shortcuts that allow backs to move anywhere within its range with o
01/22
Red (VISITORS) Game Pieces
01/22
A running back can move towards the QB using all its available power (energy units capable of using in one roll), receive the handoff, and run again with a new set of power, all on the same roll.
For example, a standard back [with a power of 3] can use 3 energy units (two with the shortcut) to run to the quarterback. It then receives the hand off using 1 energy unit and then runs another 3 grid spaces. This move takes a total of 6 or 7 energy units from a single roll of the dice.
Note: Notice that in the above example the blocks are automatically aligned relative to the back with the ball, first the QB and then the running back (B1). The pieces do not need to be repositioned literally because the rules dictate that it is automatic. Either team can reposition them during their turn. As a courtesy the opponent is informed that their pieces are being repositioned
After the Handoff, the Running Back can carry the ball in any direction except in the same direction as the handoff. In other words the RB cannot run in the opposite direction of the QB.
(Run before Handoff)
The handoff can also be made behind [or in front of] the QB. The running back (B1) can move anywhere except towards the QB or away from the QB (See red X in figure).
When the QB can hands the ball off to a diagonally adjacent cell, the running back (B1) can move anywhere except towards the QB or away from the QB.
If the QB is running before the handoff, then it cannot turn around and backtrace via the same grid cell that it entered from plus the grid cells on both sides of it. So, if, for example, the running back is behind the QB, runs, and receives the handoff on the right side of the QB, it may continue its run horizontally to the right. It would not be allowed to move in that direction if it started from a standstill.
Note: Once the RB crosses the LOS the entire field is in the block zone and all blocks are relative to the RB.
After receiving a handoff, the RB can pass the ball, but it takes twice the amount of energy units. For example, if the pass is 2 pass sectors it requires 4 energy units. If the ball is handed off again, it takes 3 energy units for each pass sector, and so on.
The QB can move one space forward, backward, or left or right before the handoff. The QB can move after the handoff if it did not move before the handoff.
If the QB runs forward before the handoff, the running back cannot also run forward. The RB must run in the opposite direction as the QB. If the QB runs horizontally before the handoff, the running back cannot run in the same horizontal direction after the handoff. However, it can move horizontally in the other direction.
For example, if the QB moves right 1 grid space and hands off to a back on the same grid row, the receiving back cannot move to the right after the handoff. It can run forward or even backwards.
Standard backs can move 3 grid cells forward, 2 grid cells backward, and 2 grid cells left to right.
SHORTCUTS
There are a variety of shortcuts that allow backs to move anywhere within its range using 2 energy units.
A Lineman can move 2 grid spaces forward, 2 side to side and 1 backwards.
A lineman can also move 1 grid space diagonally forward, but it cannot move diagonally backwards. It has a range of 10 grid cells in which to move.
A Star Lineman can move 3 grid spaces forward, 2 side to side and 2 backward. The Star Lineman can also move 1 grid space diagonally forward or backwards. It has a range of 18 grid cells in which to move.
All Linemen cannot move after moving one diagonal space on the same roll. They have no other “shortcuts” and must move horizontally and vertically to reach any other grid space within its range. This includes the Star Lineman (SL). However, the SL can also move diagonally backwards one grid space.
Defensive Linemen (DL) can only move 10 yards backwards toward the endzone, until a pass is attempted. During a pass, a DL can move another 10 yards to attempt to cover the pass.
Note: Sometimes a lineman will not be able to take advantage of the diagonal shortcut and be forced to move vertically and horizontally. See “Body Blocks in Block Zone” section.
The footprint of the linemen is a rectangle with a 45-degree wedge missing from two corners. This indicates where the Linemen is aligned relative to the QB.
Offensive Linemen protect the QB by blocking defensive player pieces from sacking the QB. Therefore they are always facing away from the QB, with their back always facing the QB. See “Player Movement” and “Blocking” sections for details.
Once in a Block the player piece can push the opponent into an adjacent cell. They can push an opponent’s player piece out of the way so that backs can run through the opening.
Note: The linemen can be a simple rectangle and the rules still apply. The wedge is just a visual aid that shows where the player piece’s back is lined up. This is useful when calculating blocking rules.
The Ball is both a Game Piece and a Player Piece. The Ball behaves as a player piece because it uses energy units from the dice roll to move. The Football ball has a peg that is used to insert into the holes of the Backs (and sometimes the linemen).
Each team controls multiple yard markers. One keeps track of the score, another tracks the downs, and the third tracks the remaining yards along the sideline of the field. The Yard marker is used to keep track of the line of scrimmage (LOS) as the ball moves downfield, along the sideline. It is also used on the scoreboard to track the number of downs and the score. It slides up and down the side of the game board.
If the receiving back is in the same pass sector lane as the QB, the 3 grid cells behind its back can be reached for a challenge.
If the receiving back is in a pass sector lane to the left of the QB, the 3 challenge grid cells are in the top left corner of the receiving back.
If the receiving back is in a pass sector lane to the right of the QB, the 3 challenge grid cells are in the top right corner of the receiving back.
When a challenge is made, the offense rolls the “Challenging Die”, which has 6 sides containing these options:
· COM - Complete – The Receiving Back catches the ball but is tackled in place.
· INC - Incomplete pass – The down is over.
· STAR – Free Play - The ball is caught, and the offense rolls again.
· INT - Interception – The defense rolls its Challenging Die to secure the INT.
Challenge Positions
The receiving Offensive Back (OB) or wide receiver, attempts to catch a pass by reaching the ball which was thrown to a grid cell by the QB via Pass Sectors. When a Defensive Back (DB) reaches the same grid cell, then the defense can challenge the offense using the largest Challenging Die (A). If the offense refuses the challenge then it is an automatic incompletion. If the DB reaches the grid cell adjacent to the OB and between the QB and the OB, the Challenging Die B is used. If the DB reaches one of the grid cells to the left or right of position B, then Die C is used.
Note: In college or pro-level play the positions are shifted. Position B becomes positions A. If the DB reaches the ball it is an automatic incomplete.
The defense “covers” a back by reaching the same grid cell of the receiving back during a Pass Play. If it reaches the receiving back, then the play is over and incomplete (“Covered”). If it cannot cover the pass, it still has a chance to “Challenge” the pass.
Beginners: Beginners can challenge the defense challenges the pass by reaching one grid space away from the catch.
There are 3 grid cells adjacent to the receiving back that the defense can occupy in order to place a challenge. The location of the grid cells depends on which pass sector the receiving back is in and where the QB is.
Note: The challenge grid cells are not to be confused with the back of the player pieces (center, left, right). The challenge grid cells are based on the pass sector of the receiving back in reference to the pass sector of the QB.
Beginners: Beginners can use only one challenge grid-cell: the one in the middle. They can use just one challenge grid space to make challenging a pass more difficult, increasing the offensive capability.
Pros: Pro-level players can use just one challenge grid space in conjunction with additional player pieces rule variations. For example, if the defense has ten players defending a pass, then this rule variation can be implemented so that it is more difficult to challenge the pass.
Dice Shaker: The dice shaker is an optional game piece. It is a fun way to roll the dice. Its purpose is to ensure an honest dice roll by shaking the dice 3 or more times before rolling. Either team may request to the opponent that it must be shaken 3 or more times before rolling.
PASS PLAY
At the beginning of the offense's turn they can choose to "PASS".. The football is a considered a special type of player piece which moves using energy units.
Beginners: It takes 1 unit of energy to pass the ball anywhere on the field.
College and Pro-level: It takes 1 energy unit for each pass sector it uses to move down the field. Pass sectors are defined by the hash marks, the goal line and the 50-yard line.
Copyright © 2024 Mazadia - All Rights Reserved.