PT Games. If you wish to play solo you will need to have the solo rules to detail play calling and player placement.

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1 PT Games

2 Where is it? Introduction... 3 Welcome... 3 Equipment... 3 How to Play... 3 Fast Action Dice (FAD)... 3 The Coin Toss...3 Offensive/Defensive Displays...4 Offensive/Defensive Display Play Selection...4 Running Play Resolution...5 Breakaway...5 Quarterback Break...5 Pitchout...5 Passing Plays...6 Quarterback Pressure...6 Pass Deflect Values...6 Pass Defense... 6 Long Gains... 6 Long Gain on a Quick or Short pass...6 Pass Rush...7 Sacks...7 Blitzes...7 Screen Pass...7 Throwing on the run...8 Shovel Pass...8 Swing Pass...8 Offensive Strategies...8 Flop...8 Sneak...8 Draw Play...8 Play-Action wide receiver set...8 Double-Team Blocking...8 Defensive Strategies...9 Defensive Pass Strategies...9 Double Coverage...9 Pass Blitz...9 Walking up Deep Backs...9 Defensive Line Stunts...9 Zone Coverage...9 Center Field Zone Rule...9 Defensive Run Strategy...9 Run Blitz Defense...9 Punts...10 Punter Card '20 See Below'...10 Punt Rush...10 Coffin Corner...10 Fake Punt...10 Blocked Punt...10 Kickoffs...10 Onside Kicks...10 Squib Kicks...10 Two-Point Conversion...11 Field Goals...11 Fake Field Goals...11 Z Events...11 Penalty Table...11 Penalties Near the End of a Half or Game Defense Penalties second runoff...12 Time expenditure for Penalties...12 Fumbles...12 Forced Fumble Adjustment...12 Injuries...12 Timing...13 Time Outs...13 No-Huddle Offense...13 Rest Rates...14 Weather...14 Sudden-Death...14 Roster Size...15 Draft League...15 Start a new league...15 FanDraft Youth software...15 Optional Rules...17 Note: Veteran players of Statis Pro Football will see that the ball handler cards are presented in a new manner. The -2 to 19 range is actually the yardage. The range next to the yardage is the chance on a given unmodified roll of the player gaining or losing the specific amount. The long column has been replaced with the breakway (B) value with the maximum yardage (M) displayed directly underneath.this is a new way to show the same basic values of old Statis Pro cards. An additional note for ballhandlers on ranges and yards. If a modifier causes either an addition or subtraction to yardage that modifier only refers to yardage with ranges. Example: Jacquizz Rodgers ( card)has no ranges next to 11,13,15,17, or 19 yards, his break is You roll a 99. Yay! A break, nope wait modifiers equaled -2 so he gains 16 yards.19 has no range so ignore, 18 is -1, 17 no range ignore, 16 has numbers in range so 16 yards it is! If you wish to play solo you will need to have the solo rules to detail play calling and player placement PT Games

3 Introduction Football Bones is a football simulation based on actual performances of players during the season. Play is for 1-2 players. Rules include solo, head-to-head and draft league setup and play. Football Bones delivers the feel of owning and managing a real football team from the front office to the field. Many new rules and enhancements will be found throughout and we welcome feedback to us at feedback@ptgamesinc.com Welcome Thanks for purchasing Football Bones. We believe this game will bring a whole new level of fun to the football board game market. Building on the Statis Pro model we have added many new features and modernized the game to give you the highest level of realism and play. Additions include dice based play, draft leagues, solo play and new on-field play choices. Equipment Football field 2- Offensive displays 2- Defensive displays Rules Booklet Time Sheet Statistic Sheet Football to mark line of scrimmage First down marker Player cards Fast Action Dice (FAD) sided die. Play selection charts 2- Offense and 2- Defense Counters for injury and rest rate: o Injury Counters: 2 plays, 4 plays, 6 plays, Rest of Quarter, Rest of Half, Rest of Game o Rest Rate Counters: 1-4 numeration. Fast Reference Charts Counters for Play calls How to Play Unless otherwise stated, all rules of professional football apply to the game. Fast Action Dice (FAD) Two (2) 10 sided die are required to play. When referring to the tables the die are always read as black for the tens and white for the single digits to generate numbers from (01-100). Occasionally rolls will be referred to as 1d10 or 2d10, this is one -ten sided die only (1-10), or two ten-sided die. When FAD are referenced it is a roll. The tables refer to 100 as 00 from your roll. Game Setup: Place the Offensive and Defensive displays opposite on the table with the field in between. Place the Offense and Defense Play Call Sheets on the table or a chair. Use the charts to cover play selection. The counters are for secret play selection. You will make the defense call by voice command so you will probably quickly use only the special teams play call section only. Grab a coin for the Toss!! The Coin Toss: The visiting team calls the opening coin toss. The winner of the toss chooses a side of the field and to receive the kickoff to start the game or defer the decision to the second half. Note that choosing a side of field matters on wind direction and field goals. Play Resolution Basics Adhere to the following sequence when resolving each play: See the specific sections of the rules for a complete explanation. o 3-Minute Offense Declaration: The offense may declare that it is commencing or ending a "3-minute offense." o Substitution of Players: The offense and defense may freely substitute players on their respective squads as long as no more than 11 players on the field on a Display at any given time. Any team that has more than 11 players on a side at "Play Resolution" phase shall be penalized 5 yards. The offended coach shall have the choice of accepting the penalty or declining the penalty in lieu of the plays outcome. Once substitutions are complete, a time-out must be expended by a team to avoid the penalty, and only before the "Play Resolution" phase. o Offense/Defense Play Selection: The offensive coach secretly chooses a player and strategy. When the offensive coach has completed their selection, they verbally inform the defensive coach that they are "set." Defensive coach then chooses a defense and strategy. o Formation: The defense may adjust the formation of its players. o Defense/Offense Play Revelation: The defense announces its strategy. If a blitz is in effect, the defense must remove between two and five players from its display at this time. Similarly, if double or triple coverage is in effect, the defense must move the defensive players on the display to indicate which players are being double/triple covered and by whom. The offensive coach will have the choice of accepting the penalty or declining the penalty in lieu of the plays result. The offense then reveals its play selection chart, and therefore it's play. If the play is an illegal play; i.e., directed to a player not on the field, not marked completely, illegal due to play selection limitations or an illegal formation, then the offense is penalized five yards for illegal procedure and the play continues unless the offense uses a timeout prior to "Play Resolution" phase. If the timeout is expended, the play calling procedure resets to the first phase. If there is a difference between the defensive play called and the player formation on the display, the display shall be used to resolve the play. If an illegal defensive formation exists for a given defensive and strategy, the defense will be penalized five yards for illegal procedure. A coach is not obligated to inform the opposition of the error until after the first FAD has been rolled for the play's resolution. The offended coach will have the option of accepting the penalty or declining the penalty in lieu of the plays outcome. o Resolution: The play is resolved. Multiple Z Events are possible on a play. If it does, the impact of the Z die is in play also. Results such as offsetting penalties, injuries or multiple penalties against the defense/offense are valid. If a team has multiple penalties against them, the offended team shall choose which penalty, if any, to accept or decline both in lieu of the plays outcome. Injuries incurred during the play resolution are valid whether the penalty is accepted or not. o Time: The amount of time expended by the play is noted on the score pad. o Declare No-Huddle or Hurry-Up Offense: Before the 3-minute declaration is made for the next play. The offense must announce that it will run a no-huddle or hurry-up offense PT Games

4 Offensive/Defensive Displays Both teams receive Displays on which their offensive and defensive squads are represented. Place the Displays facing each other. Offense against Defense. No Display may ever have more than 11 active players on it at any given time. Playing out of position is allowed with penalties to the player card. See 'Playing out of Position'. Offensive Display: 5 linemen must be maintained on the offensive displays: 2 tackles; 2 guards, and 1 center. 6 OL possible, see 6 OL variation. Two ends must also be maintained at all times: 1 left and 1 right. The Split box is for the wide receiver or Tight for the tight end. One quarterback must be on the Display at all times (see Shotgun rule for variation). In addition, teams must maintain at least one and up to three running backs (labeled BK-1, BK-2 and BK-3). Exception 5 WR set.an offensive formation utilizing a single running back must place the back in either the BK-1 or BK-2 box. Finally, the offense has the option of employing a flanker. The number of flankers maintained on the Display is dependent on the number of running backs currently in use. If 3 backs are currently on the Display, no flankers may be employed. If 2 backs are in use, a single flanker may be placed on the Display in the Flanker #1 Box. If a single back is in play then 2 flankers must be employed (one of which must be designated "Flanker #2"). Note that only one player may be placed per box on the Offensive Display. Also note that all wide receivers ("WR" on the player cards) may be employed as flankers or split ends. Multi-Purpose Players: Some players have cards for multiple positions such as RB/WR or DL/LB. Such a player is allowed to set up in a position reserved for either position without penalty. Offensive players with the designation (OL) are offensive linemen and may play any position on the offensive line without penalty. If the multiple player roles includes the use as a quarterback, the player's substitution into and out of position as a quarterback shall conform to normal quarterback substitution rules. Playing Out of Position: Normally, players must play the position indicated on their cards. However, offensive linemen (OL) may play any position on the offensive line. Other positions note the Position and Coverage Table for any penalty. Defensive Display: The defensive Display consists of 15 boxes, subdivided into 3 rows of 5 boxes apiece. Row 1: These boxes are labeled A,B,C,D and E. At least 1 and up to 10 players must be maintained in Row 1, of which at least one of these players must be a defensive linemen. (DL,DT,DE) Zero, 1 or 2 players may be placed per box. Defensive linemen may play any position in Row 1 without modification. Row 2: The boxes are labeled F,G,H,I and J. From 0 to 5 players must be maintained in Row 2, either linebackers or deep backs. Only one player may be placed per box except for occurrences involving double or triple pass coverage defenses against a running back(s). In such an occurrence (2) players may occupy a box for double coverage or (3) players may occupy a box for triple coverage. These additional defensive players must be defensive backs. See Double/Triple Coverage Defenses for full details. Row 3: These boxes are labeled K,L,M,N and O. From 0 to 6 players must be maintained in Row 3, all of which must be defensive backs.only one player may be placed in row 3 boxes except for double/triple coverage defenses. A defensive back may be placed in Box L as part of a non-double/triple coverage strategy only after every other box in Row 3 has already been filled. During double/triple coverage defenses, the box limitation of one player per box may be exceeded to allow two defensive backs in boxes K,M,N and O for double coverage or three defensive backs for triple coverage. Box L Exceptions: Two defensive backs may occupy box L as part of a non-double/triple coverage defense, but not until all other boxes in Row 3 have been filled. See 'Centerfield Zone Rule' for an exception. Offensive/Defensive Display Play Selection When picking an offensive play or defense, coaches should secretly place a counter on the appropriate circle(s) on the Play Selection chart and then reveal their decisions to their opponents. Offensive plays: Fifteen plays are available to the offense: 9 runs and 6 passes. Running Plays: Passing Plays: Sweep Left (SL) Quick (QK) Sweep Right (SR) Short (SH) Inside Left (IL) Long (LG) Inside Right (IR) Screen (SC) Counter Left (CL) Shovel Pass SP) Counter Right (CR) Swing Pass(WP) End-Around (ER) Pitchout Left (PL) Pitchout Right (PR) Passing Plays A pass must be directed to any non-lineman except the quarterback. Screen passes must be directed to a running back. A long pass may not be called when the scrimmage line is 20 yards or less from the opponents goal line. A Screen pass may not be attempted when the scrimmage line is 5 yards or less from the opponents goal line. Run Defense: Run Key Back 1 Run Key Back 2 Run Key Back 3 Run Key QB Run No Key Run Key End Around Pass Defense: Pass Prevent Blitz Defensive plays: There are 4 basic plays available to the defense, each with multiple options. The first is the Run Defense, and it's six options: "keying" one of the three running backs, or keying the quarterback. Keying for the end around play, or keying no back at all. Keying on a specific back means that the player has been keyed, so even if the defense shifts the keyed back to another space, the key remains on the original player The second basic defense is the Pass Defense, in which the defense may single, double or triple cover some of the receivers. The third basic defense is the Prevent Defense, with coverage options identical to the Pass defense. And finally the Blitz, which seeks to overwhelm the offense by generating Pass Rush PT Games

5 Each offensive play must be directed towards a specific player. A run must be directed at any back (BK1, BK2, BK3) or the quarterback. An End-Around can only be directed to an end or flanker who possesses a Rush column. Running Plays Resolve non-end around running plays (counter, inside, or sweep) using the following procedure: Running Play Resolution: Step 1: Roll the FAD and refer to the Blocking Battle Table for the a) Play direction that always list offensive players with a two-letter abbreviation (e.g., LG, BK, CN) and defensive boxes with a one letter abbreviation (e.g. A, E, I), or b) Break. See Breakaway for resolution. Step 2: The next FAD is rolled and refer to the player card. Note that this number may be modified. -2 to 19 is the range for the running and receiving play and these are also the yardage result. If a range is blank it is NOT counted when subtracting or adding for yardage. Only yardage with ranges is counted. Yardage from the blocking battle is added or subtracted as ranges. If, in step 1, the run was directed to an offensive player or players, this player's Blocking Value (BV) modifies the yardage result. Add or subtract this BV from the yardage, yielding a final result. If, in step 1, the run was directed to a defensive box or boxes, this box should be checked to see if it is occupied by any players. If so, the yardage result is modified by adding or subtracting the players Tackle Value (TV) from the yardage, yielding a final result. If, in step 1, the run was directed to an offensive player versus a defensive box, the coaches should immediately add the offensive player's BV to the defensive player's TV (if the offensive player's BV is a negative number, then subtract his BV from the defensive player's TV). If the result is zero, then neither player's value comes into effect and the yardage determined in step 2 is the final yardage of the play. If the result is a positive number, the offensive play has won the "blocking battle" and his ORIGINAL BV (not the sum of the BV and TV) is added to the play's yardage as described in step 2. If the result is a negative number, the defensive player has won the "blocking battle" and his ORIGINAL TV is subtracted from the play's yardage as described in step 2. Special Cases: If a play is directed to 2 offensive players or 2 defensive boxes, add the BV's or TV's of the indicated players before modifying the play's yardage as described in step 2. However, any time a play is directed at a defensive box that is unoccupied, ADD 2 yards to the result obtained in step 2 (if a play is directed at 2 boxes, both would have to be unoccupied for the two-yard bonus to be implemented). If a FAD roll calls for an offensive player versus a defensive box that is empty do not award this two-yard bonus; instead, simply add the offensive player's BV to the yardage. If a play is directed at a defensive box in Row 1 that is occupied by two players, consider that box to be occupied by a single player with a TV of (-4) minus 4, regardless of the printed TV's of the two players in the box. In double or triple coverage defenses there may be instances where a box in Row 2 is occupied by 2 or even 3 players, if such a box is indicated by the FAD, disregard the presence of the defensive backs and refer only to the TV of the linebacker present. There is no modification to the run number if a Pass, Prevent or Blitz Defense is in effect. However, if a back or quarterback is keyed correctly (that is, the keyed back carries the ball) on a Run Defense, FOUR is subtracted from the run number obtained in step 2. If any back carries the ball against a Run Defense with no keying, TWO is subtracted from the run number. If a back is carrying the ball against a Run Defense keying on another back, the run number is not modified. No run number may be decreased below -2 or increased above 19. Pitchout: A Pitchout can only be directed to a running back (RB or FB), and is resolved as follows: The Offense will choose the ball carrier, and play direction right or left. a) After the offense announces the play and direction and the defense is revealed, the offense rolls FAD to determine inside or sweep play resolution Inside, Sweep. Then roll FAD and refer to the appropriate right or left inside or sweep blocking battle. b) If a Run Defense is in effect, and no other back is specifically keyed, a defensive key on the ball carrier applies (+4 to Run Number). The play is then resolved normally as an Inside Run or Sweep Run using the blocking/tackling modifiers from the first FAD. The Run Number on the next FAD is used to resolve the play. c) If a fumble is called for during a Pitchout, add FIVE (+5) to the Fumble Range. End-Around Runs: The offense may call an End-Around only to a tight end or wide receiver currently on the display, who possesses a rush column on his card.. To resolve an end-around, consult the Running Plays table for the appropriate sweep, right or left and follow the same procedure as a running play.defense playcall is on the play and not a specific player. The Rushing Rest rate is applied. All modifiers as a running play are applicable. Breakaway: When resolving any running or passing play if the player rolls the FAD in the BREAK range or the blocking battle calls for BREAK instead of any blocking or tackling values, the ballhandler has broken into the open field. Roll FAD for a total distance of the run. Ignore all rolls under twenty (20) and reroll. You can use the maximum yardage printed on the card as a guide to the true break of the player and limit the FAD roll for distance. Quarterback Break: A breakaway result can occur on a quarterbacks card if he is forced to scramble due to a blitz or on a called run. A breakaway occurs if: the FAD rolled to determine yardage is in the BREAK range Roll for yardage as Breakaway. Blocking Backs: Some blocking battles may direct a block to a back (BK) rather than to a lineman or defensive box. This means that the back(s) who is not carrying the ball uses his BV to add or subtract yardage from the play as described in step 2. If there is no back on the Display other than the one carrying the ball, no modifications are made on the play. If there are two backs other than the one carrying the ball, both add their BV's together to modify the play's yardage. Maximum losses: The maximum yardage loss on an Inside run is 3 yards. There is no limit to the number of yards that may be lost on a sweep, end around or counter play PT Games

6 Passing Plays Resolve Quick, Short and Long passes according to the following procedure: Step 1: The FAD are rolled and the "Pass Receiver Table" consulted. Under the passes section one of three results has occurred for the type of pass attempted. "Original" means that the pass has been thrown to the original receiver as indicated on the offensive play selection chart. An offensive position (ie. Left End, Flanker, Back 2) indicates that the pass has been redirected to the player at that position. If the pass is redirected to the original receiver, consider the result identical to an "Original" result. A "Pass Rush" indicates that a Pass Rush exists. In instances of a pass rush the pass is always directed to the original receiver. SEE Pass Rush section for full details. If a pass is directed (or re-directed) to a position that is unoccupied, or to a receiver that is unable to catch that type of pass due to pass blocking duties or a blank yardage column on the player card, resolve the pass by rolling a new FAD and referring to the quarterback card for possible turnover. Step 2: Roll FAD to obtain a pass number. Modify the pass number for defensive call+ strategy+ pass deflect+ defensive player pass defense modifiers. (Double or triple coverage individual player pass defense value is not consulted). Consult the quarterback's passing column - in particular, the type of pass being attempted (Quick, Short or Long). The possible results are complete (COM), incomplete (INC), or interception (INT). Completion Range: For all non-screen Passes, each quarterback has a completion range. This is simply a range of Pass Numbers on the quarterbacks card under the heading (COM). On all passes, the completion range is modified by four factors: 1) The defense currently in effect; 2) The Pass Defense Value of the defensive player (if any) guarding the receiver to which the pass is ultimately directed; 3) Use of the three-minute offense; and 4) Quarterback Pressure. Note that if a quarterbacks completion range is modified by any of the above factors, numbers that were originally completions may become an incompletion and vice versa. Quarterback Pressure: If two defensive players occupy Row 1, add THREE (+3) to the quarterback s Completion Range for all passes. If one player occupies Row 1, add FIVE (+5) to the Completion Range for all passes. Note that some defenses increase in effectiveness when the scrimmage line is 20 yards or less from their goal line. Pass Deflect Values Defensive lineman have a Pass Deflect (PD) Value. This value is applied to Quick, Short, Long, and Swing Passes, Pass Deflect Values are not used in Shovel Passes, or Pass Rush situations. a) After all other adjustments are applied, the sum of the PD values is SUBTRACTED from the quarterback s adjusted Completion Range. The maximum Pass Deflect adjustment is minus five (-5). If the Completion Range is altered, numbers that were formerly completed passes become deflected passes. b) Roll the FAD for the Pass Number and continue to resolve the play. If the Pass Number is equal to any of the deflected pass numbers (max. of 5 per play) then roll another FAD for the intercept number. If the original pass number is not in the deflected pass range then continue with normal play resolution. c) If the new FAD roll falls within the Interception Range of ANY defensive player on the field, the pass is intercepted. If more than one player can intercept the pass, the defensive coach choices the interceptor. The Point of Interception and Interception Return are resolved normally. All Defensive Lineman have a 100 intercept range. Pass Defense: Defensive players occupying certain boxes MUST guard specific receivers during a pass. Additional defenders may participate in this guarding if a Double or Triple Coverage strategy is in effect. See the Coverage Table chart or the defensive display for specific details. When a pass is being resolved, add or subtract the Pass Defense Value of the defender guarding the receiver to which the pass is being directed. However, if a box is empty and a pass is directed to a player that is normally guarded by this box, +5 is added to the quarterbacks completion range when resolving the pass. Completed Passes: If, following all modifications, the Pass Number falls within the complete (COM) range on the quarterbacks card, the pass is complete. The receivers card is referred to a new FAD is rolled and the range on the player card (-2 to 19) under the pass type being executed (Q=Quick; S=Short; BREAK=Long). This will yield a yardage figure, which is the number of yards gained on the play. Incomplete Passes: If a Pass Number falls within the incomplete (INC) range on the quarterbacks card, the pass is incomplete and the play is over unless the pass number is also within the interception range of the defensive player covering the receiver in which case the pass is intercepted. Note that if a quarterbacks completion range were reduced due to modifiers, the numbers that were formerly complete are converted to incomplete passes. Long Gains: To determine the yardage for long pass completions roll a new FAD and refer to the BREAK section of the rules for yardage gain. Long Gain on a Quick or Short pass: If the FAD rolled to resolve yardage falls within the BREAK receiving range. Roll a new FAD for BREAK yardage. See the Breakaway section for further details. Interceptions: All interception checks are done first through the quarterback's card. If the pass number falls within the Quarterback s int range for the pass type selected (Quick, Short, Long, Shovel, Swing), but outside the intended receiver s pass defender, then roll 1d10 on the Spot of Interception Table appropriate to the pass thrown to determine the spot of the potential interception. If the box rolled from the Spot of Interception Table is occupied then roll FAD again interception, incomplete. If the original pass number falls within the defensive player range but not within the int range of the QB, then it is not intercepted, unless in a pass rush or blitz situation, then the defender s entire int range is used. Example: QB has a int range of The deep back has a If the pass number is 98 the pass is intercepted. If the pass number is 95 the pass is incomplete, unless in a pass rush or blitz situation. Point of Interception: Once a pass is determined to be intercepted roll 1d10 and reference the type of pass on the Point of Interception Table to determine the length point of interception PT Games

7 Interception Return: Roll 1d10 on the row that the player occupies; of the return table to determine the interception return yardage from the Point of Interception. A return of zero yards from a goal line (PI) results in the team taking possession at the one yard line. Example DB in row 1 intercepts a pass, use row 1 on the Interception Return Table for return yardage If the Interception Table result is to a box that is currently unoccupied, the pass is incomplete instead of intercepted. NOTE: If double coverage is in effect on a receiver, the defenders must include the normal defender plus any defensive back not involved in primary pass coverage duties. If triple coverage is in effect, the defender's must include the normal defender plus any two defensive backs likewise not involved in primary pass coverage duties. Defenders in double or triple coverage are considered to be in the primary defender s box and not in their original box for a spot of interception check. In double or triple coverage, any assigned defender is eligible to intercept a pass. If more than one player can intercept, the defense chooses which one to intercept with. Pass Rush: When a pass is being resolved, the first FAD rolled from the Pass Receiver Selection Table may state "Pass Rush." If a Pass Rush occurs, ignore the normal method of resolving the pass; instead, follow this procedure: Step 1: The defense adds up the Pass Rush Values of all the players in Row 1. See modifiers for LB and DB in Row 1 on the Position and Coverage Modifier Table. Step 2: The offense adds up the Pass Blocking Values of his linemen and running backs who have been designated as pass blockers as part of the offensive play selection. (Back 3 is automatically a designated blocking back on all passing plays unless the play is directed to him). All backs have a pass blocking value of 2. Backs 1 and/or 2 may also be designated as pass blockers but this decision must be revealed during the offensive play revelation. Any pass directed or re-directed to a back currently engaged in pass blocking duties cannot be completed, although the pass may be intercepted off the quarterbacks card. The sums obtained in steps 1 and 2 are compared. If the defensive sum is greater, the difference between the sums is multiplied by 2 and added to the quarterback's "Sack Range" of numbers in his Pass rush line on his player card. If the offensive sum is greater, the difference between the two sums is multiplied by 2 and subtracted from the quarterbacks Sack Range. If there is no difference between the sums, the quarterback's Sack Range is unaltered. Alterations to the Sack range (decrease/increase) results in an accompanying alteration to the Run range (increase/ decrease). A new FAD is rolled, apply this number to the Pass Rush line on the quarterback's card. The possible results are SACK (See Sacks section below), RUN (see below), COM (see below) or INC (see below). NOTE: A quarterbacks completion range on his Pass Rush line is never altered for any reason - be it for the type of defense in use or the Pass Defense value of the defender. Sacks: If a quarterback is sacked, roll 2d10 the result is the number of yards lost on the play. (For timekeeping purposes, a sack goes out of bounds if the FAD used to determine the yardage lost is an even number. RUN- The offense rolls a new FAD, determines its Run Number, and consults the quarterback's Rush Column for the yardage of the play. The QB has the option to throw the ball instead of scrambling see Throwing on the run for more detail. COM- The pass is completed to the intended receiver, Roll another FAD and consult the receiver card under the specific pass type (Q,S, or Break for L). INC - The pass is incomplete or intercepted if the FAD roll is in the defensive players intercept range. Blitzes: A blitz is a specified defensive strategy designed to create a Pass Rush condition. If the defense has a blitz defense in play and the offensive play selection is a short or long pass, a Pass Rush automatically occurs and is resolved according to the directions in the Pass Rush section. Additionally, under a blitz defense, the defensive coach must designate at least two and up to five linebackers and/or defensive backs that will participate in the blitz. The identities of these blitzing players is revealed during the defensive play revelation and the players are removed from the display at that time. Each of the blitzing players has a pass rush value of 2 in addition to their normal printed value. These pass rush values are added to the pass rush values of the players in Row 1 to arrive at a total pass rush value. Blitzing players are not part of the defensive display for any reason, therefore they are ignored with regards to tackle consideration, pass defense or interception possibility. Blitzing players are also incapable of being injured on the play. Quick and Screen passes are resolved normally against a blitz defense. SEE Defense/Pass Table for associated modifications. 1. No Long Passes may ever be attempted when the line of scrimmage is 20 yards or less from the defense's goal. 2. No Screen Passes may be attempted when the line of scrimmage is 5 yards or less from the defense's goal. 3. No pass may ever go out of the end zone - even if a completion is more than 10 yards beyond the goal line, it is still a touchdown. 4. If two flankers are in play, one must be designated FL #1 and the other FL #2 and appropriately placed on the offensive display. Passes directed at a flanker must be specified as #1 or #2, but if a FAD roll directs a pass to a flanker, this always means FL #1. However, passes directed at whichever running back is not in play at the moment always go to FL #2. Screen Pass: A Screen Pass must be directed to a back, or wide receiver, not a tight end. Roll a FAD, and refer to the 'Screen Pass Completion' table. The result will be "COM" (Complete), "INC" (Incomplete) or "INT (Intercepted). The quarterbacks card is not consulted during a Screen. If a Screen is complete, roll a new FAD on the rushing column of the pass receiver, then refer to the Screen Pass Distance Table (x1/2, normal, x2, or x3), multiply the yardage by the indicated value (round fractions up), just as if the play was a run. Blocking and Tackling values are never employed during a Screen; however, the defense that is in effect during the play may modify the Run Number on the rush column of the back catching the ball (See Defense/Pass Table). If the pass is incomplete, the play is over. If the pass is intercepted, roll the FAD, and cross-reference the Spot of Interception Table Screen/Shovel column to determine the player that intercepts the ball, if the box is empty the pass is incomplete. If occupied the point of the interception is three (-3) yards behind the scrimmage line PT Games

8 Then use the Interception Return Table Row 1 to resolve its return. A back to which a screen is thrown is never "covered" by a defender. No Pass Defense Values are used. Interceptions are only possible if the first FAD roll says so. Throwing on the run If a quarterback is caught in a Run as a result of a Pass Rush situation, each receiver will "shorten" their pattern by one level, Short to Quick, Long to Short. The quarterback can then 'run' normally or attempt another pass. To pass, determine the receiver using the FAD 'Pass Receiver Selection Table', using the 'shortened' pattern column. If the receiver on the FAD roll is itself a pass rush, the QB has no choice/no available receiver he must run. Other pass adjustments may apply. Individual Pass Defense Values are always used in Scramble situations. However, Double Coverage and Triple Coverage is ignored. The decision to run or pass is made before rolling the next FAD. The completion range for the pass is modified based on the original pass pattern. (i.e., a QB forced to scramble on a Long pass uses the Long pass completion range to throw at a Short yardage receiver.) and the Throwing on the Run Table modifier. If the pass is complete, the yardage is resolved using the receivers 'shortened' pattern. Note that quick passes thrown on the run remain quick passes. The entire intercept range for deep backs(s) covering the outlet receiver counts. Shovel Pass A Shovel Pass can only be thrown from the Shotgun Formation to a running back. No Shovel Pass inside the opponent 5-yard line.to resolve a Shovel Pass, use the quarterback's Quick Pass Completion Range and apply the adjustments from the Play Modifier Table. Roll the first FAD pass number against the adjusted Completion Range. A back to which a Shovel Pass is thrown is never "covered" by a defender. Individual Pass Defense Values, Double and Triple Coverage, and Uncovered Receiver modifications are ignored. A Shovel Pass may be intercepted only if a Pass Number 00 is rolled. In this case, use the Spot of Interception Table to determine who intercepts the pass. If a Shovel Pass is complete, roll the FAD and use the running back's Rush Column to resolve the play. Shovel passes are completed 2 yards (-2) behind the line of scrimmage. No Blocking or Tackling Values or Run Number Modifiers are applied. If a BREAK roll occurs on the Run Number roll resolve as normal and subtract the 2 yards. Swing Pass A Swing Pass can be directed to a running back or wide receiver, and cannot be called on or inside the opponent's 5-yard line. Use the quarterback's Short Pass Completion Range and apply the adjustments from the Play Modifier Table. Pass Deflect Values always are applied. Roll the first FAD, on the QB card consult the pass number and apply to the adjusted Completion Range. Int results only occur from the QB card, ignore the defensive player int range.if a Swing Pass is intercepted, consult the Interception Return Table and use Row 1.If a Swing Pass is complete, roll the FAD, consult the Rush Number on the player card. No Blocking or Tackling Values are applied. Swing passes are completed 3 yards behind the line of scrimmage, so 3 yards must be subtracted from the play's yardage (-3 YARDS). If the player rolls in the BREAK range treat as a breakaway chance, remember to subtract 3 yards. Swing Passes cannot be thrown from the Shotgun. Offensive Strategies Below are 6 strategies that can be employed in addition to or instead of the normal play call. Flop: This may only be called to the quarterback. It automatically results in the loss of 1 yard (-1) - no FAD are rolled, and no fumble or injury is possible. Sneak: This may only be called to the quarterback. Roll 1d10. If the number is EVEN, the play gains 1 yard: if ODD, the play gains zero yards. If the first FAD rolled, yields a "Z", roll another set of die to resolve the "Sneak" and then roll a new FAD to resolve the meaning of the "Z" normally. Note: Flops and Sneaks do not count against the rushing rest rate of a quarterback. Draw Play: This play may only be called with an Inside Run to any back or the quarterback. If a Pass or Prevent Defense is in effect, add 2 to the run number when resolving the run (add 4 against a blitz). However, subtract 2 if any Run Defense is in effect. These modifiers are in addition to normal run number modifiers called for on each particular defense. When a quarterback is running a rushing attempt, normal rushing rules apply. Play-Action: This may only be called with a Short or Long Pass. If any Run Defense is in effect, add 10 to the quarterbacks Completion Range. If a Pass Defense has been called, subtract 10. If a Prevent Defense is in effect, subtract 20. Shotgun:To call the shotgun strategy the QB card is moved to the 'Shotgun' position before the defense completes shifting players on the display. Can be used on Quick, Short, Long or Shovel Passes only. Play Action cannot be used with Shotgun strategy. Completion ranges are modified in addition to all other normal modifiers for Defense, defender Pass Defense, and receivers. If you go into a pass rush situation (from roll or blitz), add +2 to the total pass blocking value of the offensive line Throwing on the Run is not allowed from the Shotgun formation. 5 wide receiver set: An offense has the option of placing a 5th receiver instead of a RB on its display. This receiver is lined up in the RB1 position, and can get redirects there. FL2 continues to get the RB2 redirects. Receivers remain eligible for end around only running plays. Calls made to the 5th WR are made using the RB 1 spot on the play selection chart. Double-Team Blocking: The offense may choose to Double-Team any defensive player. Double-Teaming may be called with any Running play. a) The offense secretly chooses with its play ONE defensive player(not a box) that will be Double-Teamed. Any defensive player can be chosen. If the player is in Row 2 or Row 3, the Double-Team only takes effect if the player blitzes or is moved to Row 1 before the plays are revealed. d) The offense announces the targeted defensive player as 'double teamed' in the course of announcing its play. Consult the 'Double Team Blocking Table' to determine the Primary Blocker. The offense must choose one of the Secondary Blockers listed on the table to "assist" the Primary Blocker. e) For running plays, if the Blocking Battle references the Primary Blocker in a Double-Team assignment, use a combined Blocking Value of '+4' for that position. If the Blocking Battle references the Secondary Blocker, use a Blocking Value of '+0' or the Secondary Blocker s BV, whichever is LOWER PT Games

9 If the Primary Blocker is not referenced then use the value printed on the player card. Ignore the secondary blocker if blocking battle fails. Defensive Strategies Defensive Pass Strategies: Below are 5 strategies available to the defense on each pass play. All the strategies are related to the offensive passing game. Each strategy may only be called under certain conditions, although their use is never mandatory. Double Coverage: This may only be called if a Pass or Prevent Defense is in effect AND a) 4 players occupy both Row 2 and Row 3; or b) 3 players occupy Row 2 and 5 players occupy Row 3 or c) 2 players occupy row 2 and 6 players occupy row 3 (in which case the defense may double-cover two receivers). When revealing a Double Coverage call, the defensive coach must specify the identity of the double coverage defender (who must be free from primary coverage duties) and the defensive coach must also show which receiver(s) the double coverage is being applied against (LE, FL #2, BK 1, BK 3...) during Defensive Play Resolution by physically shifting the defensive back's card on the defensive display to share a box with the primary pass defender. If a receiver to which the pass has been thrown is double covered, ignore the Pass Defense value of the defenders. Instead, the receiver is automatically considered covered with a combined Pass Defense of minus 14 to the Quarterbacks completion range, regardless of the printed values of the defenders. Triple Coverage: This may only be called if a Pass or Prevent Defense is in effect and 2 players occupy Row 2 and 6 players occupy Row 3. Specify who the defenders are and who is being triple covered, by shifting the defensive backs cards on the display to the primary pass defender's box. If a receiver to which a pass is being thrown is triple covered, ignore the Pass defense value of the normal defender. Instead, he is automatically considered covered by a combined Pass Defense Value of -30 to the Quarterbacks completion range. NOTE: If the defense meets the conditions of triple coverage, he may instead state that he is double covering TWO specified receivers. Double/Triple Coverage vs. Running Backs: Double or triple coverage against running backs require the same conditions with regards to formation and play calling as they do for identical coverage against ends or flankers. Pass Blitz: If the defense calls a blitz, this must be announced immediately before the offense reveals its play call. At this time, the defense must remove at least 2 and up to 5 linebackers and/or defensive backs from rows 2 and/or 3 on the Defensive Display. These are the players chosen to blitz. They can no longer tackle or provide pass coverage, but instead generate an additional 2 points of Pass Rush value each, plus the pass rush value on the player card. These blitzing players are also immune from injury during the play. They are placed back on the Display after the play has been fully resolved. Walking up Deep Backs: Up to 2 DBs may play in boxes A to E, see 'Position and Coverage Modifier' Table for tackle value modifiers. If a DB is doubling a box in the front row the doubled box is -3 instead of the usual -4. DB's may only be "walked up" to row 1 if 7 DL +LB are already in Row 1 and Row 2. If 3 defensive players occupy a box the TV becomes -4. (Row 2 Pass Coverage). Exception if the offense is using the '5 wide receiver set'. DB's may occupy Row 2 (Boxes F to J) without penalty to tackle value. Row 2 boxes may contain only 0 or 1 player, regardless of position, for each running play called. Defensive backs (DB) may participate in single, double or triple, pass coverage in Row 2. See 'Double Coverage' or 'Triple Coverage' for any restrictions. Zone Pass Coverage: The defense can focus its coverage in any of these three corresponding sectors [eg, the Defensive "Left" is the same area as the Offensive "Left"or left end or left tight end, flanker 2, Offense Center refers to any player in the running back 1,2, or 3 position, and Offense right to the right end or right tight end, or flanker 1.] Use the table Zone Coverage Modifier table to determine the modification to the completion ranges of Quick/Short/Long passes. If the play is redirected to a receiver other than the primary target zone, this modifier does not apply. The defense announces this coverage instead of a regular pass, prevent, or blitz call. The Shovel and Swing passes are not applicable to Zone Coverage. Center Field Zone Rule: Defense may elect to play a nickel (or dime) DB in box L and not assign him any coverage responsibilities. Subtract one from the QB s completion range. This can be applied whether the defense is in a pass or a run defense. Must have at least 5 (nickel) or 6 (dime) DBs in the third row. The deep back in box L is eligible for interceptions off Spot of Interception box L results. Defensive Run Strategies: Run Blitz Defense: On any offensive run playcall, the defense may call a Run Blitz Defense. The defense must move 1 or 2 Safeties into Row 1. Normal run defense modifiers apply except Safeties in boxes A or E have no modifier to TV, safeties in B,C,or D add plus 1 (+1) TV. Maximum 2 Safeties per call. Pass Completion range for a Quick, Screen, or Shovel Pass is unmodified. Swing, Short and Long Passes suffer a +3 to the QB Completion range. These modifiers are in addition to the normal play call modifiers. Example: Offense calls a Sweep Left with Back 1. The defense expecting a run call announces run blitz + run key back this results in a -2 run blitz mod + (-4) for the correct back for a total run modifier of +6. If the offense has rolled a 5 yard result the modifier would make a (-1) yard result. Defensive Line Stunts: Defensive linemen located in adjacent boxes [A-B, B-C, C-D, D-E] can run line stunts. The defensive player annnounces the line stunt and the boxes involved when announcing the defensive call. If the offense runs directly into the stunting linemen for instance: SL vs A or B, IL vs B or C, the Run number receives a -1 modifier. On passing plays, when a pass rush, the sack range is increased by a +5 modifier. It a running back is kept in to block, the stunt is modified. Only one pair of defensive boxes can be called per play PT Games

10 Kicking Game Punts: On any down the offense may elect to Punt. A 2d10 roll is made and the punter card is consulted. The result indicating the yardage of the punt. Roll a 1d10 and consult the return (Ret) column.. "FC" means "Fair Catch" and no return is possible: "PR" indicates a return. To return a punt, roll a new FAD and refer to the proper return column of the Punt Returner card. If the return result is a '1', a new FAD number is rolled. If the new number is within the asterisk range at the bottom of the player card the asterisk result is the return yardage instead of the original yardage. Punter Card '20 See Below': If the original roll is a '20' then 3 results are possible. Roll another 1d10, against the 'See Below' results. A '1' indicates the Long kick distance. If the d10 roll falls within the Blocked range then the punt is blocked. (See Blocked Punt Resolution). If the d10 roll falls within the penalty range then roll a FAD roll on the penalty table column 3 and follow the result. To determine the Punt number designate one die as the lead die. If it s a 0 or 1 read as is for both die (not add), 2 or greater add the die together. EXCEPTION: lead die 2 and other die 0 = 20 Punt Rush: On any punt, the defense may choose to attempt an "All-Out Rush." Such a punt would be resolved normally, except ignore all results on the punter's card next to Number 10. If a 10 is revealed, roll a 1d10. Numbers 1-3 indicate that the punt is blocked and the defense recovers 15 yards behind the scrimmage line. Numbers 4-10 indicate that the punt was not blocked; for the punt distance, read the result off the punters card Number 11. If the punter has a "blocked" number range under run number 12 that is worse than 1-3, the penalty associated with an all-out rush is to add 2 to the blocked range of the punter (a 1-4 range becomes a 1-6, while a 1-3 range defaults to 1-4). The maximum return on any punt with an "All-Out Rush" is 3 yards. Coffin Corner: The punter may state before the first FAD is rolled that any punt is a "Coffin Corner." This means that the coach of the punting team must state a number of yards (at least 10 and no more than 25) that he wishes to automatically deduct from the punt's yardage. The pre-stated deduction must be applied no matter what the punt's result. If the Number resolving the punt is even, it goes out of bounds and no return is possible. If the number is odd, the punt is returned normally (unless "FC" results). All punts that go into the end zone are a touchback and are put into play on the receiving teams 20 yard line. Non-Coffin Corner punts that land unreturned five yards or closer to the opponents goal line have the option of being returned normally or allowed to bounce into the end zone for a touchback. Coffin Corner Adjustments: Some punter card's have a 'CC" value printed in the bottom right. Coffin corner punts are resolved normally (announce the coffin corner punt, including the amount of yards deducted from the punt distance). If the punter has a coffin corner adjustment, that modifier can be used to adjust where the ball lands. For example, if a punter with a coffin corner adjustment of (-2) puts a ball on the four yard line, the punting team can modify the result to put the ball on the two or three yard line. The player must announce the adjustment before the return is rolled. All or none of the adjustment must be used upon calling for the adjustment. Fake Punt: The kicking team may elect to try a fake punt. Roll 1d10 and compare to the Fake Punt Result Table for the outcome. Punt Return: If the PR result was rolled then roll again and consult the punt returner card. The Long result is attained by rolling a 1 and then another 1. If a second 1 is not rolled use the #1 result. Blocked Punt: If a blocked punt is indicated from the punter card either team may recover and advance the ball.resolve a blocked punt as follows: a) Roll 1d10 to determine who recovers the block, 1-7 and the receiving team recovers, 8-10 and the kicking team recovers. b) Determine the Point of Recovery (PR) by rolling 2d10, adding the numbers (2-20 range). The result is the number of yards behind the line of scrimmage where the recovery is made. Blocks that go into the kicking team s end zone are safeties. c) Use the 'Fumble Return Table' to determine the return yardage. If the kicking team recovers and a Run Number 1 is drawn for the return, ignore the asterisk next to the return yardage. If the kicking team recovers on any down other than fourth down, it retains possession. If the kicking team recovers on fourth down, it must make the yardage necessary for the first down to keep the ball. Kickoffs: Three types (Regular, On-Side, and Squib) may be attempted and each is resolved differently. To resolve a Regular Kickoff, roll 1d10 and check the die roll column on the kickoff player card. The result indicating where the kickoff lands. (e.g.1 means at the 1 yard line). Consult the corresponding 'Ret.' column for any adjustment to the returner's run number A new 1d10 number is rolled and apply it to the proper return column on the Kickoff Return player card. The result indicates the return yardage. 'TB' is a touchback. No return, ball placed at the 20-yard line. OOB is out of bounds, penalty, the receiving team can take the ball at their 40 yard line or have the ball rekicked. Onside Kicks: The kicking team may declare that any kick is "onside." In this case, roll FAD, kicking team recovered and gains possession, 1st and 10 at midfield means the receiving team recovers the kick and gains possession 1st and 10 at midfield. Onside kicks are not returned. If a team attempts an onside kick and the result of the play is kick out of bounds, the receiving team gets possession of the ball at their 40 yard line. Onside Kick Defense: During a kickoff, the receiving coach may choose an "Onside Kick Defense." In this case, the kicking team recovers its own onside kick (assuming it wishes to perform it) on a FAD roll 1-12, while the receiving team recovers the onside kick on FAD roll of Should the kicking team kickoff normally, the maximum return if an Onside Kick Defense is in effect is 20 yards Squib Kicks: The kicking team may declare that any kickoff is a "squib kick." Resolve such kicks as a regular kickoff but add 15 yards to the spot at which the kickoff return begins. In addition, add 1 to the number used to resolve the return (a 10 remains a 10). Extra-Points: After a touchdown, the scoring coach rolls FAD and refers to the place kicker card in order to see if the kick is good (1 point) or missed. Kickoff Return Fumble: Fumbles on kickoff returns can take place on a Z event roll. For Kickoff Return Fumble events, roll against the returner s fumble range. If the FAD roll is in the returners fumble range, roll a new FAD recovery by returner, kicking team recovers. No fumble advance occurs. Ignore fumbles on plays resulting in a touchback. No Force Fumble Adjustment is counted PT Games

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