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College Football Saturday was designed with that special feel of college football in mind. That aspect of college football that brings us back to our favorite college football teams year after year no matter the names of the players who have come and gone or who is playing on the team this year. This is college football, the thrill of the game, the excitement of cheering for a team, the electric atmosphere of the college game, and of course the sounds of the game highlighted by the cheering fans, cheerleaders, and the marching bands. Picture of a typical game setup during game prototyping. This game is intended to be played a football field of your choice on your tabletop and can be played face-to-face or solitaire (examples are provided for both modes of play). There is an Electronic Scoreboard available that when used alongside the football field provides a scoreboard, game clock timing system, first-down and yards to-go, a play-calling system (for solitaire play), onscreen digital dice rolls as well as tracking first downs for each team. The game uses Offensive dice (green), Defensive dice (red), special-play dice (yellow) that create opportunities for the defense to create turnovers, sacks or loss yardage, loss of yardage, possible penalties on the play and break-away (orange) dice that creates opportunities for the offense to make more yardage. The green offensive dice and the red defensive dice are rolled together to see which team wins the Matchup roll and thereby controls the outcome of the play. Game play was designed to be continuous (without a halftime) until one team has used all their offensive plays on their team sheet (all square blocks for all offensive plays have been marked). As soon as this occurs the game is over. This concept produces some captivating choices that must be made near the end of a game. There will be times that you may need to decide on whether to go for it on 4 th down or punt. As you make your decision you will need to consider not only how many offensive plays you have remaining but also how many plays are remaining on your opponents offensive play team sheet. Should you go for it? Or should you punt and hope to hold the other team trying to prevent them from getting a first down and using up their offensive plays thus effectively ending the game? Note: You may certainly implement a halftime. I am sure there are many ways to apply a rule to determine when halftime occurs (one being the game clock included on the Electronic Scoreboard).

The game can be played either face-to-face (against another person) or solitaire. Each team has a Team Sheet that contains offensive plays to be used and defensive package options available to be used. The squares next to these represent the number of times each can be used. Team Sheet for 2014 Ohio State The team sheets provide a play-calling system that provides a virtual playbook that is rated and customized to that team s rushing, passing, interceptions, fumbles, sacks, special teams, etc. Rushing plays and Passing plays are also parsed based on the ratio of rushing plays versus passing plays used in actual games. At the top of each team sheet are squares that indicate the number of Rushing and Passing plays that team can use each game (based on that team s playcall ratio). As each offensive play is used mark how many yards were gained in the square next to the play that was used. You may not use a play after all the square blocks are used. As the Defense uses the various defensive packages mark an X in the square next to the defense that was used. Defensive packages may not be used after all square blocks are marked. It is not necessary to mark any square blocks when using the Base Run Defense and Base Pass Defense as there is no limit to the number of times these base defenses can be used.

To execute a play in Face-to-Face play College Football Saturday s unique face-to-face facet coupled with the decisionmaking and strategy of each player creates a thrilling interaction between the two players that becomes even more riveting as the game progresses and especially when the number of plays that can be used are winding down. The key is to call the right offensive play or defensive package in the right situation, while managing your stronger plays and packages throughout the game. And, of course, you will need some good rolls of the dice! - The defense begins by calling a Base Defense (i.e. Base Run Defense or Base Pass Defense ). - The offense will then call their offensive play. - The defense then has an opportunity to Check Off into a specific defensive package. (see Check Off section) - Finally, if the defense made a Check Off, the offense may call an Audible and select another play. This may seem excessive upon first read however this interaction is crucial, thought-provoking, and does not take up much time. In fact, many times the defense stands on the Base Defense initially called and the plays can be run rapidly with just a little familiarization. You must remember that you can only Check Off into your specific defensive packages a limited number of times. Once all the square blocks are marked that defensive package can no longer be used. Same for offensive plays. This creates and interesting dynamic of when to Check Off, when to use an offensive Audible and when to stay put on the Base Defense called. Whenever a defensive package is used mark an X in the square next to the defense package used. It is not necessary to keep track of how many times you use Base Run Defense and Base Pass Defense since they have no limit how many times they can be used. Only the specific defensive packages are limited on how many times they can be used. The team sheet shows the number of red dice that are to be used for each defense chosen. For each defense chosen there is a column that shows the number of red dice to use against an offensive Run play and the number of red dice to use against an offensive Pass play. There may also be a yellow special-play dice shown for some defenses. Yellow dice for defenses are only used IF the defense wins the Match-Up roll. The offense should reference their team sheet to see what offensive play to call based on how many green offensive dice are available for each offensive play available versus the various defensive options, the situation, game clock, score, etc. Some offensive plays also may include a yellow special-play dice (indicating a special play opportunity these are usually bad for the offense). Once the offensive play is called all the following dice are rolled to determine who wins the Matchup roll for this particular play: - Green offensive dice for the play called - red defensive dice for the defense called - Any yellow dice that may be shown for the Offensive play called only (do not roll yellow defensive dice at this time) These dice are rolled and this is referred to as the Matchup roll. Add the green numbers and compare the result to the sum of the red dice. High number wins the matchup for that play (ties go to the Offense).

If the red defense dice win the matchup then the play is Stopped (no gain on the play). - At this point (only after the defense wins the Matchup roll) the defense may roll the yellow special-play die (reference use of Special-Play dice section) IF the defense called has a yellow die block shown. If the green offense dice win the matchup then the offense will roll again to determine the yards gained on the play. This is called the Yards Gained roll. For this roll use the same green dice used in the Matchup roll AND also include the orange Break-Away die. For each offensive play called there is an orange Break-Away number shown in the orange block with a number in it. Note that break-away number in the orange block for the play called. No red dice are used for the Yards Gained roll. Yards Gained Roll - Roll that same number of green dice used in the Matchup roll AND the orange Break-Away die. The number shown on the green dice represents the yards gained on the play. - But wait you may get additional yards if you get a Break-Away. To get a Break Away the orange die result must be the same or less than the Break-Away number indicated on the orange block next to the offensive play called. For instance if the orange break-away block next to the play called is 2 and you roll a 2 or less on the orange die than you get to roll again for additional yards gained. This is called the Break-Away roll. Break-Away dice roll (if applicable see above). - Roll the same green dice AND the orange die again. Add the sum of the green dice to the yards already gained (regardless of whether the break-away continues to another roll). This time, for the break-away to continue the orange die must be equal to or less than the original break-away number minus one. For instance if the original break-away number was 2 then for the next break away roll the number is 1 (so orange die must be a 1 for an additional break-away roll). If the orange break-away die is equal to or less than the original break-away number minus one than repeat the process with another Break-Away roll. Continue decrementing the breakaway number with each subsequent break-away roll until that number reaches 1. At that time only rolls of 1 with the orange die continue the break-away rolls. Keep rolling a 1 and your break-away continues down the field! Remember to add the green dice from each Break-Away roll to the total yards gained for the play. Keep rolling until the orange die is greater than the break-away number. NOTE: If the offense was forced to roll a yellow special-play die during the Matchup roll the play could be impacted if that yellow die roll is a 1 (see Special-Play dice section). After the result of the play is determined the Offense will register the number of yards gained in a square block next to the offensive play called. Remember that offensive plays are limited by the number of square blocks next to them.

Yellow Special-Play dice rolls the yellow special-play dice represent opportunities for the defense to get a turnover (representing an interception or fumble), sack or loss of yards on play, a STOP on the play, and possible penalties. Note the number that is on the yellow die block on the Team Sheet that is currently being rolled (typically there is a 1 or 2 and rarely a 3 ). Anytime a yellow die is rolled and the result is equal to or less than the number of the yellow block from the Team Chart then you reference the Yellow Special-Play chart. To use the Special-Play chart roll the die again and consult the chart for the result. If the yellow roll result is over the number in the yellow block on the Team Chart there is no special play. Special-Play Chart: - Turnovers: Rolling a 2 or 3 on this chart is a possible turnover. To determine if there is a turnover roll again and if the roll is 6 then a turnover (INT or fumble) has occurred. IF a turnover does occur then roll two dice and if you roll snake eyes (double 1 s) then the turnover has been returned for a touchdown. This is the end of the play. Do not proceed with any other rolls. - Sacks & Loss of Yards: Rolling a 5 or 6 indicates a Sack (on passing play) or Loss of Yards (on running play). To determine the total amount of yards lost on the play roll one die. What number is rolled is equal to the number of yards lost on the play. This is the end of the play. Do not proceed with any other rolls. - Play Stopped: Rolling a 4 indicates that the play was Stopped. There is no gain on the play. This is the end of the play. Do not proceed with any other rolls. - Penalties: rolling a 1 on this chart indicates a possible penalty. Roll again and refer to the Penalty chart to determine the penalty. Apply the yards lost or gained based on the penalty. This is the end of the play. Do not proceed with any other rolls. Defensive Check Off after the offense makes there play call the defense may choose to check off into a specific defensive package BUT only into a defensive package that falls within the Base Defense that was initially called. For instance, if the defense called Base Run Defense then the only defensive packages available to them to Check Off to are the defensive packages shown under the Base Run Defense (4-4, Inside Blitz, and Goal Line). Likewise, if the defense called a Base Pass Defense then the only defensive packages available to Check Off to are Outside Blitz, Zone, Man to Man, and Prevent.

Examples of play Ohio State is on Defense and they call Base Pass Defense.

Oregon is on Offense and they choose a Screen Pass - This scenario would pit 1 red defensive die against 2 green offensive dice in a potential Matchup roll - Ohio State now has the option to stay with their call of Base Pass Defense OR Check Off to one of the defensive packages that falls within the Base Defense initially called ( Base Pass Defense in this case). Let s say Ohio State really needs to ensure a stop on this play. The Base Pass Defense initially chosen only provides one red die to be used in the Matchup roll. One die can and will beat two dice at times bu Ohio State thinks this is a key situation and really wants a stop here so they Check Off into a Zone defensive package.

- Ohio State has Checked Off to a Zone defensive package and should mark an X in the square block next to Zone on the Team Sheet. ( Zone can now be used four more times) - This now pits 2 red defensive dice against the 2 green offensive dice for Oregon s Screen pass play. Notice that Ohio State s Zone package has a yellow die. IF the defense wins the Matchup roll Ohio State would get to roll the yellow die for an opportunity at a Special Play (i.e. sacks, loss of yards, turnovers, STOPS and penalties) - Oregon has the final option to Audible to another play before starting the play but declines and sticks with their initial call of Screen Pass (and will use a break-away number of 3 in any potential Yards Gained rolls based on the orange break-away number of 3 next to Screen Pass on Oregon s Team Sheet) - The play begins with the Matchup Roll

And now the Matchup roll Since the red dice = 8, and the green dice = 8 the Offense wins the matchup (since ties go to the offense). Since the offense won the matchup roll then they proceed with the Yards Gained roll. Yards Gained roll... - Oregon (the offense) will roll both green dice and the orange break-away die using a break-away number of 3 for the first roll. The yards gained, as indicated by the two green dice, is 5 yards With a result of 3 on the orange break-away die (which is equal to or less than the break-away number of 3 for this roll) then the offense gets a break-away and rolls again. However on this next break-away roll we must decrement the break-away number by one which means the break-away number is now 2. The yards gained is now 10 total yards (5 from 1 st roll and 5 more on this roll) Because the orange break-away die roll is over the break-away number which is now 2 this play has ended with a gain of 10 yards. The Offense will now register the number 10 in a square block next to the play called ( Screen pass in this case). This uses up 1 of the 4 screen passes that Oregon is allowed to call off of their Team Sheet. Note that on the following plays always add 20 yards (+ 20) to the yards gained result on a positive yardage play. You ll see a (+ 20) on the Team Sheet next to these plays: - Post (In) - Post (Out) - Stop & Go

Let s discuss other possible scenarios. Break-away rolls and the offensive break-away number As long as the offense rolls an orange break-away number that is equal to or lower than the break-away number for that particular offensive play then the offense is permitted another break-away roll. Remember to decrement break-away number with each successive roll until it reaches 1. Once the break-away number reaches 1 you no longer have to decrease the break-away number (it stays at 1 ). As long as the offense continues to roll a number that is equal to or less than the break-away number then they continue to make break-away rolls and you keep adding up the yards gained. As soon as the break-away roll is over the breakaway number the play ends. You will still add the green dice from the last break-away roll to the yards gained. Using the defense s Yellow Special-Play roll IF the defense wins the Matchup roll In the example used above if the defense (Nebraska) had won the Matchup roll then they would have then be allowed to roll the yellow special-play die that is shown next to the defense selected for that play ( Zone defense in the case shows a yellow die with a special-play number of 1 ). When the defense rolls the yellow special-play die if the result is equal to or less than the special-play number for that defense (special-play number is 1 for Zone defense in this case) than you are referred to the Special-Play chart (see Yellow Special Plays rolls section). Some defenses may have a Special-Play number of 2 or even 3 which indicates that the defense makes more special plays (i.e. forces turnover, sacks or loss yardage) Using yellow Special-play die during the Matchup roll Let s say that the offense (Oregon) had called a Bootleg. Things may have turned out different. Oregon would have been allowed to roll only 1 green die and would have been forced to roll a yellow special-play die as well in the Matchup roll using the special-play number of 1 which is indicated in the yellow block next to the Bootleg play on the Team Sheet for Oregon. If the yellow special die result is equal to or less than the specialplay number that is being used by the offense ( 1 in this case) than play would be directed to the Special-Play chart (see yellow Special Plays rolls section). There are some instances where there is NO impact even after being directed to the Yellow Special-Play Chart. In these instances the Matchup roll between the green and red die may proceed as normal. I encourage you to view this Video Tutorial for more regarding examples of play

Kickoffs roll one die (any color) and reference the returning teams Kickoff Return section along the bottom of their Team Sheet. The number indicated next to the dice roll is where the ball is to be placed. If you roll a 1 the result is 10 & Roll Again. If you get this result you are on the 10 yard line however you get to roll again and this time you add the number next to the die result to 10 and place the ball there. For instance using Oregon s Team Sheet for returning a kickoff and rolls a 1 and then a 3 they would get the ball on the 29 yard line. Next proceed to Kickoff Adjustment. Kickoff Adjustment this is an adjustment that is made to the return that is based on the Kickoff Adj. rating on the Kickoff team s chart. Roll one die (any color), refer to the result, and make the adjust against where the ball was marked for the Kickoff. Punting roll one die (any color) and reference the punting teams Punting section along the bottom of the their team sheet for the distance of the punt. Punt Returns - roll one die (any color) and reference the punting teams Punt Return section along the bottom of the their team sheet for the distance of the punt return. Using the Oregon Team Sheet as an example If you roll a 1 the result is 7 & Roll Again. If you get this result you get to roll again and this time you add the number next to the die result to 7 and use that number for the Punt return. Keep rolling a 1 and the return continues. Note: If you roll a 6 on your first re-roll of the punt return then you have a blocked punt. You would then roll two dice, add them together and this is the total loss of yards on the play. Field Goals use the appropriate section of the Field Goal chart to roll for Field Goal results. Solitaire Play there are two options when playing solitaire. Option #1: You may use the Electronic Scoreboard that when used next to your favorite football playing field provides you an electronic scoreboard with a game clock, automatic digital dice results and a Play-Calling System for both teams. The Play-Calling System provides an automated play call for both the offense and the defense though you may choose to only reference the defensive call and choose your own play for one or both teams just as you would against an opponent face-to-face. Option #2: You may use a standard deck of playing cards (I recommend using a football themed deck ). Simply draw a playing card and reference the light grey section directly down the middle of the Team Sheet. You may draw a playing card to select both the offense and defensive calls or you may choose to only select the defensive call in this manner and choose your own play for one or both teams just as you would against an opponent face-to-face. Note: there is no card that will automatically select Goal Line or Prevent defense. Call those on your own as appropriate.

Note: when employing either of the two options for automating play-calling if a defense or offense is selected that is no longer available for use (all the square blocks have been used) then use the next closest available play the most closely matches the play selected. For defense you may use the Base Defense for that package or another appropriate defensive package based on the situation. It is up to you as the solitaire player how you would like to handle the automated play-calling. Offensive Play-Calling thoughts to keep in mind keep in mind when making your call for the offensive play that you should not simply consider how the offensive dice compare to the defensive dice for the various play options but also must keep in mind that the most obvious plays that provide the best matchup are not always the best choice. Plays should be used at the right time throughout the game. Things to consider: - What down it is and how many yards are needed for a first down - What offensive plays have a yellow special-play die block shown (yellow die indicate an opportunity for a big defensive play, turnover, sack or loss of yardage, penalty, etc.) - What is the value of the orange Break-Away die shown next to the play/s you are considering (the higher value on the orange break-away die indicates a higher chance for a big gain) - What is the score of the game and how much time is left in the game - How many Rushing plays are available to you versus how many Pass plays are available for use - What are the strengths of the defense you are playing against - How many of each of the defensive packages are remaining that can be used - How good is your field position and what are your chances/opportunities for scoring in this series of downs (how many good plays/matchups do you really want to expend this series of downs) - It is important to use your offensive calls wisely and employ them at the right time not using all your strongest plays up too quickly or needlessly in the wrong situation leaving all your seemingly weaker plays to be your only option at the end of the game. - Remember, there are quite a few times when the weaker matchup wins out!

Gotcha s: - Defensive packages can only be chosen up to the maxim number of squares available next to that defense. Keep track of each time you call a certain defense package by marking an X in a square next to the defense. - All defenses must be used (up to the maximum number of squares available for that defensive package) until all squares are marked with an X. You may use Base Run Defense and Base Pass Defense as many times as you like (no limit on Base Defenses ). You must manage your defensive package calls, use them at the right time, and hope the dice are nice to you. - The offense should register the amount gained in a corresponding block next to the play called. Do this for each play. If the play is Stopped mark that play block with a 0 to show it has been used. This keeps track of what plays have been used and shows which ones are still available for use. - The offense can only call any given play equal to the number of blocks that are next to the play on the Team Sheet. - Remember, if the offensive play chosen has a yellow special-play block indicated it must be rolled with the green dice in the Matchup roll against the defensive red dice. If the yellow die result is equal to or less than the special play number indicated next to the offensive play called you must reference the Yellow Special-Play chart. There are occasions when going to the Yellow Special-Play result does not yield a result. In this case continue play as normal. Other wise the Yellow Special Play chart result is final. Review of a standard play: - Defensive call - Offensive play call - Defense has option to Check Off - Offense has final option to Audible - Matchup Roll - If defense wins Matchup roll then roll Yellow Special-Play die (If defense has one). - If offense wins Matchup roll then > Yards Gained roll - If Break-Away die is less than or equal to current Break-Away number > Break-Away roll/s The game is over when a team has used their last offensive play on their team sheet. After all offensive plays have been used that team may attempt a Field Goal. Optional: After a team uses all offensive plays that team must attempt a FG or punt. If the opposing team still has offensive plays remaining to use that team gets one last possession to attempt to score using only the remaining offensive plays that they have left.