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Components
Your Touchdown-A-Minute game includes the following
components:
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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Offensive Strengths
Run Inside
Run Outside
Short Pass
Long Pass
Defensive Strengths
Stop Run
Nickel Defense
Dime Defense
Blitz
Running Plays
TK
BP
IN
SK
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
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.
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.
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.
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).
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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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.
Goal-A-Minute Soccer
FAF103 (coming soon)
Basket-A-Minute Basketball
FAF105 (coming soon)
Slapshot-A-Minute Hockey
FAF106 (coming soon)