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Touchdown-AMinute Football

Touchdown-A-Minute Football was designed for any fan


wanting to keep the grid-iron action going, even though
the weekend's games are over. Touchdown-A-Minute
gives you the chance to play your favorite football team,
taking on the role of its head coach. Grab your dice, find
a friend and prepare to play the greatest game on
earth!

Setting Up The Dice


Before you can play, you need to assemble the dice. Be
very careful when doing this as the stickers must be
applied to the correct dice in order to ensure proper
game play!

Assembling Your Game

Even though it only takes a few minutes to learn how to


play Touchdown-A-Minute Football, there are a few
things you need to do before you can get started.

Components
Your Touchdown-A-Minute game includes the following
components:

4 Blank white "Play" Dice which, once you apply the


appropriate stickers, are used to resolve each play.
4 Blank red "Offense" Dice which, once you apply
the appropriate stickers, are used by the coach of
the defensive team to choose a strategy for each
play.
4 Blank blue "Defense" Dice which, once you apply
the appropriate stickers, are used by the coach of
the defensive team to choose a strategy for each
play.
1 Sheet of Stickers that you will apply to the dice, as
described below.
1 Rule book (you're holding it right now!)
1 Scoreboard, printed on the back of the cover
insert.

You'll also need a dice cup (a coffee mug will do fine,


especially if it has your favorite team's logo on it!) and a
table large enough for rolling the dice and keeping
score. You can keep track of information like the score,
yards to go for first down and position on the field on a
piece of scratch paper, or you can use dimes on the
included Scoreboard to indicate that information.

Apply all of the Red "Run Inside" Stickers to one of


the blank Red Dice.
Apply all of the Red "Run Outside" Stickers to one of
the blank Red Dice.
Apply all of the Red "Short Pass" Stickers to one of
the blank Red Dice.
Apply all of the Red "Long Pass" Stickers to one of
the blank Red Dice.
Apply all of the Blue "Stop Run" Stickers to one of
the blank Blue Dice.
Apply all of the Blue "Nickel Defense" Stickers to
one of the blank Blue Dice.
Apply all of the Blue "Dime Defense" Stickers to one
of the blank Blue Dice.
Apply all of the Blue "Blitz" Stickers to one of the
blank Blue Dice.
Apply the white stickers to the white dice, making
sure to place all of the stickers marked with a "1" on
one die, all of the stickers marked with a "2" on a
second, and so on.

Once your game is properly assembled, you're ready to


play!

Before the Game


In real football, a good coach knows his team's
strengths and calls his plays accordingly. The same is
true in Touchdown-a-Minute Football.

Team Strength
Before the game begins, each coach selects a single
strength for his team. It can be an offensive strength
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(the team is strong running inside or with the short


pass) or it can be defensive (the team has a strong
nickel defense or blitz). Each team may select just one
strength, offensive or defensive; the coach selects this
one strength and writes it down, and both coaches
reveal them to each other before starting the game.
Opposing teams can have the same strength.

1. Offense, take the field! The coach whose team


has the ball is the offensive player, so he takes the
red offensive dice until there is a change of
possession.
2. Defense, take the field! The coach of the other
team is the defensive player, so he takes the blue
defensive dice until there is a change of possession.

For example, Chris selects Long Pass as his team's


strength and then writes it down. Dave picks Blitz as his
team strength and writes it down. They show each
other their team strength before play begins.

3. The Play Dice. Place all four of the white Play


Dice into the dice cup.

Applying Strengths During the Game


A coach can apply his team's strengths to one play each
quarter (there are 30 plays per quarter, as described
later). After the dice have been rolled to determine the
results of a play, each coach gets an opportunity to
apply his team's strength to change that result, how
that works is described later in these rules.

Home Field Advantage


One coach's team is playing on its home field, and the
other team is visiting. This can be determined with a
coin toss, simple agreement or in any other way
acceptable to both players.
The player with the home field advantage can force one
reroll in the second quarter and another reroll in the
fourth quarter of the game. In this case, the entire play
is nullified, new offensive and defensive dice are
selected for the play and all dice are rerolled.

Offensive Strengths
Run Inside
Run Outside
Short Pass
Long Pass

Defensive Strengths
Stop Run
Nickel Defense
Dime Defense
Blitz

The offensive options are:

to start the game, and the roles are reversed to start


the third quarter. Write down who kicked off in the first
quarter so you're sure to have the other team kickoff in
the third quarter.

Running Plays

Most plays are concluded in the manner described here.


Special plays, such as kicks and their returns, extra
points, and fumble or interception recoveries have
special rules that follow.

TK
BP
IN
SK

4. Choose a Strategy Die. Both players secretly


select a strategy die for the play, represented by
one of their red or blue dice.

Coin Toss
Just like in real football, toss a coin with the visiting
team picking "heads" or "tails." The winner selects
whether to kick or receive

GN 5 or First Down
GN 5 or First Down
CP 5 or First Down
CP 10 or First Down

Run Inside (this die represents hands-off straight


ahead, running off tackle right into the teeth of the
defensive front, including sneaks and delays)
Run Outside (this die represents hand-offs or
pitches outside the tackles, including reverses and
options)
Short Pass (this die is for pass plays on crossing
or other short routines, including screens and
dump-offs)
Long Pass (this die is for pass plays on hitch-andgo or other deep routes including deep posts and
corner routes)

The defensive options are:

Stop Run (this die represents eight-in-the-box run


stuffing line-ups)
Nickel Defense (this die puts the defensive backs
ready to advance to tackle a runner or drop back
into coverage)
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Dime Defense (this die is for a limited pass rush


with defensive backs and secondary positioned
against deeper pass routes)
Blitz (this die is for any one of a variety of packages
of defensive backs and ends rushing the
quarterback to disrupt the play)

The offensive coach choose the red die corresponding


to his strategy choice and drops it into the cup without
telling the other player what it is. The defensive coach
does the same thing with one of his blue dice. For
example, Chris (the offensive coach) wants to run a
conservative play up the middle, so he selected the Run
Inside die. Dave (the defensive coach) thinks Chris might
try to catch him napping with a pass play, so selects the
Nickel Defense die to hedge his bets.
5. The Snap! The offensive player picks up the dice
cup, gives it a good shake, and rolls the dice on the
table. Remember, there will always be a total of six
dice in the cup: four play dice, one offensive red die,
and one defensive blue die.
6. Play Execution. Group the dice according to the
results indicated on them. Thus, there might be 3
dice showing a GN result, 2 showing a BP result, and
so on. When the offensive player has selected a
running strategy (Run Inside or Run Outside) GN
and TK are important, and CP and BP results are
ignored.
The type of play (run or pass) is determined by the
offensive strategy die: Run Inside and Run Outside are
running plays, while Short Pass and Long Pass are
passing plays.
For example, Chris rolls the dice and gets the following
results: GN 5, GN 4, GN 1, CP 4, TK, and IN. Chris had
chosen Run Inside, and since it was a running play, the
CP and IN rolls are ignored.
Each TK cancels one GN result, chosen by the defensive
player. So, he would cancel the GN 5, leaving the GN 4
and GN 1, which are added together; the result of this
play is a gain of 5.
Appearances of IN, FM, and SK may result in turnovers
or sacks; see below.
7. Marching Down the Field! Keep track of downs,
yards to go, and field positions with coins or other

markers on the Scoreboard. The rules are just like


for normal football: gain ten yards in four downs to
achieve a first down, otherwise the ball changes
possession. Players can elect to punt or kick a field
goal at any time, as described below.
8. Huddle Up! The players retrieve their offensive
and defensive dice and select new strategies for the
next play, beginning again with Step 3.

Normal Play Results


Running Plays
CP and BP results are ignored when the offensive player
selects a running play.
Whenever there are more TK results than GN results,
the runner is dropped behind the line of scrimmage,
one yard per additional TK.
Yardage for uncanceled GN results are added together
to determine the length of the run.
When no GN results are rolled and a FM result appears,
there is a fumble (see below).
For example, Chris selects Run Inside and Dave selects
Blitz. Chris rolls all six dice and gets GN 5, GN 2, GN 1,
CP 4, TK and BP. Since it's a running play the CP 4 and
BP are ignored. The remaining TK cancels one of the GN
dice, and Dave selects the GN 5. That leaves GN 2 and
GN 1, earning the result of the play was a gain of 3.
In another example, if Chris had rolled GN 1, GN 2, CP 4,
TK, TK and BP, the result would have been no gain, since
the CP 4 and BP are ignored, and the two TK results
cancel both GN dice.
In yet another example, if Chris had rolled GN 1, CP 4,
TK, TK, TK and BP, the result would have been a loss of 2
yards. Again, the CP 4 and BP would be ignored because
it's a running play, and one of the three TK cancel the
only GN die, leaving two TK dropping the runner a yard
each behind the line of scrimmage.
In a final running play example, if Chris had rolled CP 4,
TK, TK, TK and BP and FM, the runner fumbles the ball
since there are no GN results and at least one FM. The
fumble rule that follows explains where the ball is
fumbled and how far it is returned by the defensive
team.
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Pass Play
TK and GN results are ignored when the offensive player
selects a pass play.
Whenever all the CP results are cancelled by BP, the
pass is incomplete. Additional BP results have no effect.
Yardage for uncanceled CP results are added together
to determine the length of the pass and run after catch.
When no CP results are rolled and an IN result appears,
there is an interception (see below).
For example, Chris picked Short Pass and Dave picked
Nickel Defense. Chris rolls all six dice and gets CP 4, CP
3, GN 3, GN 1, TK and TK. Since it is a passing play, the
GN and TK results are all ignored. There are no BP
results to cancel the CP dice, so the result of the play is
a completion for 7 yards.
In another example, if Chris had rolled CP 4, CP 3, GN 1,
BP, BP and TK, the result of the play would be an
incomplete pass, since there are two BP results to
cancel the two CP results.
In yet another example, if Chris had rolled CP 4, CP 3,
GN 13, BP, BP and BP, the result of the play would still
be an incomplete pass, since having more BP than CP
results has no effect.
In a final passing example, if Chris had rolled GN 1, TK,
BP, BP, BP and IN, the ball would be intercepted, since
no CP results were rolled at all and an IN came up. The
interception rule that follows describes where the ball
was interrupted and how far the defensive team runs it
back.

Long Gains
The GN L and CP L result mean 'Long Gain.' Long Gains
are special.
Uncanceled Long Gain results multiply other uncanceled
GN or CP yards by 10.
For example, if there is a GN L, GN 2 and GN 3 left
uncanceled on a running play, the total gain is 50 yards
(2 plus 3 times 10).
Left with no other uncanceled yardage results, a single
Long Gain result counts as a gain of 10 yards.

since the long gain is not canceled but has no other GN


to multiply with.

Special Plays and


Circumstances
Fumbles
After the dice are rolled on a running play, if there is at
least one FM result and no GN results (before any TK
results cancel GN results), the ball is fumbled.
If there are more red results than blue showing, the ball
is fumbled 2 yards downfield for every red result. If
there are more blue results than red showing (or on a
tie), the ball is fumbled at the line of scrimmage.
The fumbled ball is recovered by the opposing team and
may be run back by rolling all four play dice (with no
strategy dice); this is conducted as a running play, but
all other rules apply (there can be another fumble on
the run back, for instance).
If two or more fumble results are showing, the run back
automatically results in a touchdown for the recovering
team.
Run back plays do not count against the length of the
game.
For example, Chris Runs Inside against Dave's Dime
Defense, rolling CP 6, CP 2, CP 2, CP 1, TK and FM. Since
there was no GN result at all and a FM appeared, the
ball is fumbled. Of these six, there are four red faces (all
four CPs) and two blue results (the FM and TK), so the
ball is fumbled 8 yards downfield from the line of
scrimmage (2 yards for each red result). The defensive
player puts all four white play dice back in the cup and
rolls for the run back, rolling GN 5, GN 2, TK and BP; the
ball is run back 5 yards.

Interceptions
After the dice are rolled on a passing play, if there is at
least one IN result and no CP results (before any BP
results cancel CP results) the ball is intercepted.
If there are more red results than blue showing, the ball
is intercepted 4 yards downfield for every red result. If
there are more blue results than red showing (or on a
tie), the ball is intercepted at the line of scrimmage.

For example, if on a running play this dice come up GN


L, CP 6, CP 1, BP, BP and FM, the result is a gain of 10,
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The intercepted ball is recovered by the opposing team


and may be run back by rolling all four play dice (with
no strategy dice); this is conducted as a running play,
but all other rules apply (there can be a fumble on the
run back, for instance).
If two or more IN results are showing, the run black
automatically results in a touchdown for the
intercepting team.
Run back plays do not count against the length of the
game.
For example,' Chris tries a Short Pass against Daves
Dime Defense, rolling TK, TK, BP, BP, BP and IN. Since
there was no CP result at all and an IN appeared, the
ball is intercepted. Of these six all are red faces, so the
ball is intercepted 24 yards downfield from the line of
scrimmage (4 yards for each red result). The defensive
player puts all four white play dice backing the cup and
rolls for the run back, rolling GN L, GN 3, TK and TK; the
run back is for no gain.

Sacks
After the dice are rolled on a passing play, if there is at
least one SK result and no CP results (before any BP
results cancel CP results), and the ball is not
intercepted, the quarterback is sacked.
The result of the play is a loss of 5 yards per SK plus an
additional 2 yards for each TK result.

Kickoffs and Free Kicks


All kicks are assumed to be run out to the 15 yard line;
from there, the offensive player roll all four white play
dice with no strategy dice as a running play for the
return.
For example, at the beginning of the game, Dave's team
kicks off. He rolls all four white play dice and gets GN 5,
GN 2, CP 4 and TK. The CP 4 is ignored because this is a
running play, and Chris elects to cancel the GN 5 with
the TK, meaning the kickoff return goes 2 yards past the
15, to the 17 yard line.
Similarly, free kicks (after a safety) are assumed to be
run out to the 25 yard line; roll for additional return just
as for a kickoff.

Onside Kicks
A player can call an onside kick when he makes any
kickoff. Roll all four white play dice, and if at least three
red faces are rolled, the kicking team recovers the ball;
otherwise the receiving team makes the recovery. The
ball travels 10 yards from where it was kicked plus the
sum of all numbered CP faces showing (do not multiply
Long Gain; in this instance it just counts as 10 yards).

Field Goals and Extra Points


Roll all four white play dice and consult this table.
Extra points are kicked from the 2 yard line, though
penalties may push the try back.
If a field goal is missed, the defending team takes over
from the spot of the kick, 7 yards back from the
previous line of scrimmage.
Line of Scrimmage
When Kicking
1-15
16-25
26-35
36-50
51 or more

Red Faces needed for Field


Goal or Extra Point
One
Two
Three
Four
Impossible

Penalties
Penalties occur when all the dice rolled for a play (six
normally, but just four during run backs and returns)
come up the same color. Whenever all the dice show a
blue result, a 10-yard defensive penalty has occurred
(on a kickoff or free kick, the penalty is assessed from
the end of the run). Whenever all the dice show a red
result, a 10-yard offensive penalty has occurred (on a
kickoff or free kick the ball has been kicked out of
bounds and the receiving team gets it at their 40 yard
line). Adjust the yards-to-go accordingly and run a new
play.
Any penalty during a run back of a fumble or
interception means there is no run back yardage and
the penalty yards are assessed from the spot where the
turnover occurred.
Any offensive penalty (all red results) during a kickoff
means the ball was kicked out of bounds and the
receiving team gets the ball on their own 35 yard line.
Any defensive penalty (all blue results) during a kickoff
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means the return was flawed by a hold or illegal block;


the receiving team takes over on their own 10 yard line.
Also, penalties occur when dice "fall" (roll) off the
playing surface. Whichever coach causes the dice to fall
forces a penalty against his team. When one die hits the
floor, it's a 5-yard off-sides or false start penalty. When
two dice hit the floor it's a 10-yard holding penalty.
When three or more dice hit the floor it's a 15-yard
personal foul of some sort; a personal foul against the
defense always results in a first down for the offense.
'Cocked' or leaning dice incur no penalty; reroll /all/ the
play dice when this happens.

Length of Game
Each quarter is 30 plays long. Halftime occurs after the
60th play of the game, and the third quarter begins
after the 61st play. The game ends with the 120th play.
All normal plays, kickoffs, free kicks, punts and field goal
tries count as plays. Run backs from kickoffs or
turnovers do not count as another play; they are a
continuation of the same play.
Keep track of the number of plays run per quarter with
a token on the Scoreboard.
The offensive player can run a kneeldown play anytime
during the game. No dice are thrown; the kneeldown
play results in a loss of 1 yard.

Football Rules
In all instances, use the rules of real football to guide
you. For instance, overtime can be done as in
professional football (sudden death) or by the rules of
some other league, such as college.

Quick Reference Result Key


CP = completed pass
BP = blocked pass
GN = gain
TK = tackle
IN = interception
FM = fumble
SK = sack
L = long gain

FAST FORWARD ENTERTAINMENT


Touchdown-a-Minute Football, Inning-a-Minute
Baseball, Minute Sports and the Minute Sports logo are
trademarks owned by William W. Connors and Timothy
Brown. The Fast Forward logo is a trademark owned by
Fast Forward Entertainment, Inc.. Contents 2003
William W. Connors and Timothy Brown. All rights
reserved. Produced under license by Fast Forward
Entertainment, Inc. Printed in Canada

Have you got a few minutes for some


football?
Play America's favorite sport with Minute Sport's
Touchdown-A-Minute Football!
You set your offense. Is it time to run outside, or maybe
throw a long pass? You decide! But the defender gets to
pick his play too, maybe the nickel or a blitz. Then just
roll the dice to see what happens. It could be a sack or
a fumble, but it might be a long gain!
Run any kind off play: kickoffs, extra points, field goals,
and more! But watch out for interceptions and
penalties! Coach your team to victory by choosing
different dice on each play to put your guys in position
to win!
Touchdown-a-Minute Football is played with twelve
different dice four for offense, four for defense, and
four dice that get rolled on every play. One quick roll
and you're moving the pigskin down the field! The
choices are fast and simple, but the strategy is just like a
real game! Play football anytime, anywhere, with this
quick game that can be played during half-time in an
area as big as this box!
Touchdown-a-Minute Football comes complete with
game dice, rules, and scoreboard!

It's Time To Kick Off!


MINUTE SPORTS
A DIVISION OF FAST FORWARD ENTERTAINMENT, INC.
WWW.FASTFORWARDGAMES.COM
FAF 102 ISBN 1-932201-28-9

Look for these other action-packed Minute


Sports games!
Inning-A-Minute Baseball
FAF101 (available now)
6

Goal-A-Minute Soccer
FAF103 (coming soon)

Basket-A-Minute Basketball
FAF105 (coming soon)

Slapshot-A-Minute Hockey
FAF106 (coming soon)

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