Skip to content

PostCard Football Rules

Postcard Football is football, on a card. We recommend 3 dice and a dry erase marker to play. But, you can use even less than that if needed. In order to play, you must have an understanding of the basic rules and structure of football. The rules do not go in-depth explaining general football concepts. And if you prefer to play by different rules from football around the world, you can do that too.

The rulebook will also use the word “dice” for both plural and singular. 

Play by play, the game works in 3 steps. 

  1. Both players secretly pick from a set of 6 strategies. Each of these choices will win or lose against their opponent’s choice of strategy. The winner of the strategy choice gains a bonus for step 2.
  2. Both players roll their dice to see how they perform the play. This is called a ‘Challenge’.
  3. Generally, if the player on Offense rolls higher, they move the ball towards the end zone. If the player on Defense rolls higher, they either stop the play, or might be able to cause a fumble, interception or sack the quarterback.

The majority of the game involves both players rolling their dice for a ‘Challenge’, and then determining the result of that action with the formula (Offense – Defense). That result is then used to move the ball is moved up or down the field in increments of 5 yards.

In the following rules, any time you are told to take the result of the Challenge, use the formula (Offense – Defense)

For example, if Offense rolled a 5 and Defense rolled a 3, the result of the Challenge would be 2.

Or, if Offense rolled a 2 and Defense rolled a 6, the result of the Challenge would be -4

In the illustrated examples, Offense will use the white dice, Defense will use the black dice.

The Basics

This game assumes basic knowledge of the game of football is known beforehand. It also assumes that you have the purchased game, or if printed, the game has been laminated or put in a plastic sleeve so you can use a dry erase marker.

Both players receive one D6 dice. Use different coloured dice to indicate home vs away if you are able to.

Use a third dice for the ball. You may also use a coin or another item for the ball, but a dice works well because you can use to to keep track of the current down. If you have a D4 dice, this works great to separate it from the other dice, and there are only 4 sides.

To indicate the Line of Scrimmage, mark an X on that line and then place the ball marker. If you are using something other than a dice for the ball marker, you may mark additional X’s to indicate the current down.

To indicate the First Down line, use a dry erase marker to draw a line.

To start the game, both players roll their dice to see who wins the “coin toss”. Whoever rolls higher, chooses who will kick off first.

Time Tracker

Inside each End Zone, are 7 circles with a number of stars in them. These are the Time Trackers. Throughout the game, these will be crossed out to keep track of how much time is left in the game. The number of stars in a circle denote how many bonus’ are gained when that circle is crossed out. When all circles of the Time Tracker have been crossed out, it is near the end of the game. (see End of Game)

There are three different ways that these will be crossed out.

  1. After a touchdown, the player who was scored against crosses out two circles of the time tracker.
  2. If a player loses possession of the ball, they cross out one circle of the Time Tracker. Possession can be lost after failing to convert a 4th down, an Interception or losing the ball during a fumble.
  3. If a player fills their Play Tracker, they cross out one circle of the Time Tracker.
 
When any circles are crossed out, that player gains the indicated bonus. A player may choose from either End Zone, but they must pick the closest available circle from the side they choose. In the case of a touchdown, they may choose to cross out one circle from each side. 

If a players Bonus Bar is full, or the gain enough bonus’ to fill their Bonus Bar and still have some left over, those are lost. 

Play Tracker

At each player’s end zone, there are nine circles used to track the number of plays.

After players choose their strategies, whoever lost must cross out one of the circles on their play tracker.

Once all nine circles of a play tracker have been crossed out, reset that play tracker back to zero, mark off one circle of the Time Tracker and gain the indicated bonus.

If both players choose the same strategy, they both mark their play tracker.

(see Time Tracker)

Bonus Bar

Gaining a Bonus

Bonuses are gained during the game. Bonuses can be used any time you roll to increase the value of your roll, except when kicking the ball.

Bonus’ can be gained in one of two ways:

  1. by crossing out a circle in the Time Tracker and gaining the indicated bonus. This can happen when the play tracker is filled, a touchdown is scored against the player, or that player loses possession of the ball.
  2. at any point when a player rolls a 1 with their dice, they gain 1 bonus.
 

Using  a Bonus

Bonuses can be used anytime a player is rolling their dice, with the exception of during kicks (field goals, punts or kick offs). Players may use one, or all of their gained bonus’, and it will increase the value of their dice when they roll.

A player man NEVER have more than 4 stored bonus’. In the event that they could gain more than 4, any additional bonus’ are lost. Pay attention to how many bonus’ you currently have, and if you should use them before you may gain more.

CHOOSING STRATEGIES

Offense chooses strategy 3, and Defense chooses strategy 5. Strategy number 5 beats number 3, so Defense gains a bonus of 1 during the upcoming play.

At the start of each play, both players secretly choose a strategy from 1 to 6. The strategy chosen by the player on Offense will determine the type of play they are running. Strategies 2, 3 and 4 will result in a Passing Play, while strategies 1, 5 and 6 will result in a rushing play. 

On the field, the Strategy Circle is visible to both players. The arrows leaving a specific number indicate which numbers it will beat. For example, 1 will beat strategies 2, 4 and 5.

Beneath each number is one or two stars. The stars indicate the bonus gained by winning the strategy against an opponent.

The bonus is applied to the next action when players roll their dice.

If players pick the same number, there is no advantage given to either player.

After a play is completed, don’t forget to update the current down to reflect the change in game.

Types of Offensive Plays

The type of play is chosen by the player on Offense. The two types of offensive plays you can choose are rushing and passing plays. Both come with their own advantages and disadvantages. At the start of each play, the ball will be moved 5 yards back from the line of scrimmage to the playmaker. 

  • Rushing plays (strategies 1, 5 and 6) are easier and safer, but you can’t move the ball as quickly up the field.
  • Passing plays (strategies 2, 3 and 4) allow you to move the ball up the field quickly, but comes with the risk of dropped passes, interceptions and sacks.
    The end result of both types of plays is determined from the both players rolling their dice in a Challenge and then referring to the chart on the field.

Rushing PLays

Note: If the final result of the CHALLENGE is ever outside of the chart (ie, less than -6 or greater than 3, then the result is set at the limit of the chart. 

Step 1: Both players roll their dice in a Challenge. 

Step 2: Refer to the chart on the field and take the appropriate actions.

Step 3: If the rushing play moves the ball towards the end zone, continue running with the ball. (see running with the ball

If the result of the Challenge is positive, the ball will be moved toward the Defense end zone from 5 to 15 yards, followed by an attempt to continue running with the ball.

If the result is negative, then the play is stopped with no change in yards. However,

  • if the Challenge result is -5, the playmaker is tackled 5 yards behind the line of scrimmage, resulting in a loss of 5 yards 
  • if the Challenge result is -6, the ball is fumbled, 5 yards behind the line of scrimmage. (See fumbles)

If the ball is moved beyond the first down line during a rushing play, then reset the ball dice back to 1. If the ball fails to move beyond the first down line, the player loses a down.

Example 1: If Offense rolls a 4, and Defense rolls a 2, the result of the Challenge is 2. The ball would move 10 yards towards the Defense end zone. The player on Offense can now attempt to continue to run with the ball (see running with the ball)

Example 2: If Offense rolls a 2, and Defense rolls a 4, the result of the Challenge is -2. The ball would not move and the play would be end.

Example 3: If Offense rolls a 1, and Defense rolls a 8 (using a bonus), the result  of the Challenge is -7. This is outside the bounds of the chart, so it is treated as a -6. The ball is fumbled with a loss of yards of 5. (see fumbles)

Passing Plays

Passes have additional steps compared to rushing plays.

Note: If the final result of a Challenge is ever outside of the chart (ie, less than -6 or greater than 13), then the result is set at the limit of the chart.

Step 1: Both players roll their dice in a Challenge.

Step 2: (Optional) The player on Offense, may roll their dice again and add that value to the result in Step 1. If the result of Step 1 is negative, the value of the second roll is reduced to half (rounded down).

Step 3: Review the chart on the field and take the appropriate actions. See below for more details.

If the ball is moved beyond the first down line during a passing play, then reset to first down. If the ball fails to move beyond the first down line, the player loses a down.

Challenges with a value above 0.

Throw Distance:  Throw distance is indicated in the Passing Play row.  Throws are broken down into ranges/difficulty levels.

  • A short throw has a difficulty level of 1.
  • A long bomb throw has a difficulty level of 4.

 

The player on Offense must make the choice if they want to stick with throwing a short distance after the Challenge from Step 1, or choose to roll again to try a longer, more difficult pass.

Special Note: If the Step 1 result was negative, but in Step 2 the Offense was able to make it a positive result (either 5, 10 or 15 yards), the difficulty for the catch will be rated at a Level 3 instead of a Level 1.

Defense Pressure: After the throw, Defense will roll their dice to apply pressure to the catcher.

  • If the throw distance is at difficulty level 1 or 2, the Defense needs to roll a 6 to increase the difficulty of the catch. If the throw distance is at a difficult level 3 or 4, the Defense needs to roll a 5 or 6 to increase the difficulty of the catch. If successful, the catch difficult is increased by 1 (moving to the right in the chart).
  • If the result is 4 or higher, the Defense can attempt an Interception if the Offense does not catch the ball.

Catch Difficulty: Catches are broken up into 4 difficulty levels.

 

  • Level 1 (5-15 yards) requires the Offense to roll a 2 to 6 to catch the ball.
  • Level 2 (20-30 yards) requires the Offense to roll a 3 to 6 to catch the ball.
  • Level 3 (35-45 yards) requires the Offense to roll a 4 to 6 to catch the ball.
  • Level 4 (50-65 yards) requires the Offense to roll a 5 to 6 to catch the ball.
 
* If the Defense successfully applies pressure on a Level 4, then the Offense must roll a 6 to catch the ball.
  • Running after a catch: After a catch, the Offense can run with the ball a short distance prior to a tackle attempt from the Defense, which is calculated from the Defense Pressure and the Catch. No additional rolls are required for this step. Take the result of (Catch – Defense Pressure)
    • If the result is positive, move the ball towards the defense end zone with the result.
    • If the result is 0 or negative, the player is tackled at the location of the catch.
For example, if the Catch attempt was a 5, and Defense Pressure was a 3, then Offense would move the ball 10 yards down the field.
If the Catch attempt was a 4 and the Defense Pressure was a 5, then the catcher would be tackled at the location of the catch and the play would end.

Failed Catches: When the catch is not completed by the Offense, the Defense gets to roll their dice for an Interception attempt IF the Defence Pressure roll was 4 or higher. If the Defense Pressure was 3 or less, they weren’t close enough to the ball to Intercept.

Attempting an Interception on a throw

  • If the Defense rolls 1 to 5, the pass is Incomplete.
  • If the Defense rolls a 6 (or higher) then it is an Interception.
 

(see Interceptions)

Challenges with a value Below 0.

Incomplete Passes

If the value after Step 2 os 0 or -1, only Offense rolls their dice.

  • If Offense rolls a 1, the ball is intentionally grounded, and there is a penalty of 10 yards.
  • If Offense rolls higher then 1, the pass is incomplete and the play ends.
 

Interceptions

 If the final value after Step 2 is -2 or -3,  both players roll their dice.

  • If Offense rolls a 1, the ball is intentionally grounded, and there is a penalty of 10 yards.
  • If Defense rolls a 6, the ball is intercepted.  (see Interceptions)

In the event that Offense rolls a 1, and Defense rolls a 6, then the ball is grounded and the penalty is applied.

Sacks

If the value after Step 2 is -4 or less, then the quarterback is sacked, while also losing the indicated yards, Defense rolls both dice. 

  • If the sum of the two dice is 11 or 12, then the quarterback to fumbles the ball. (see sacks)
Example 1:  Offense rolls a 4, and Defense rolls a 1, the result of the Challenge is 3. The Offense has an player to throw to at 15 yards. They choose to throw to a team mate further down the field. They roll their dice again, and get a 2. The final result of the Challenge and the second roll is 5, or 25 yards.
To apply extra pressure, the Defense must roll a 6. Defense rolls a 4 and are unsuccessful in applying extra pressure. The Offense needs to roll a 3 to a 6 to catch the ball. Offense rolls a 5, and catches the ball. Because the Catch-Defense Pressure = 1, , there is an additional 5 yard gain before the next tackle attempt.
 
Example 2:  Offense rolls a 4, and Defense rolls a 5, the result of the Challenge -1. The Offense player rolls again and gets a 5, which when halved and rounded down equals 2. The final result of the Challenge and the second roll is 1, or a 5 yard throw; but it comes with a level 3 difficulty. To apply extra pressure, the Defense must roll at 5 or 6. Defense rolls a 6, which increases the difficulty of the the catch to a Level 4. In order for the Offense to catch the ball, they need to roll a 5 or a 6. They roll a 4, and fail to catch the ball. The Defense has the opportunity to intercept if they roll a 6. They do roll a 6, and the ball is intercepted. (see interceptions)
 
Example 3:  Offense rolls a 1, and Defense rolls a 6, the result of the Challenge -5. The Offense player rolls again and gets a 2, which halved is 1, so the final result of the Challenge and the second roll is -4, which is a sack with a 5 yard loss. Defense rolls 2 dice to see if they also strip the QB of the ball. The sum of their dice is 9, which isn’t high enough. Move the ball back 5 yards towards the Offense end zone and continue with the next play.
 
Example 4: If Offense rolls a 2, and Defense rolls an 8 (using a bonus), the result of the Challenge is -6. Offense rolls again and gets a 6, which halved is 3. The final result of the Challenge and the second roll is -3. They avoided the sack, but the Defense can try and intercept the ball with a 6. They roll and get a 3, so the ball is dead and the play is over.

Team Skill

Optional Rule

An optional rule is the Team Skill. The Team Skill gives you the option of your team being advanced in one type of play. There are 4 options, which are visualized around your score keeper as 4 arcs.

  1. Offense Rushing (top left arc)
  2. Offense Passing (top right arc)
  3. Defense Rushing (bottom left arc)
  4. Defense Passing (bottom right arc)
 

When a particular play is run, if you are not satisfied with your dice roll, you may roll again. Whatever the value of the re-roll, it must be kept, even if it is worse than the initial roll.

In a passing play, the re-roll is only for the initial roll, not for increasing the distance of your throw.

 

Example 1:  Your team skill is Offense Rushing. You have the ball and choose a rushing play. You roll a 2 and your opponent rolls a 3. Normally that would end the play, but you choose to re-roll and get a 5, gaining you 10 yards.

Example 2:  Your team skill is Defense Passing. Your opponent has the ball, and they choose a passing play. You roll a 1 and they roll a 4. Normally they would be able to throw the ball 15 yards, but you choose to re-roll (and do not gain your bonus from rolling a 1) and get a 3. Your opponent can now only throw the ball 5 yards.

Example 3:  Your team skill is Offense Passing, and your opponent is Defense Passing. Anytime you choose to throw, both you and your opponent have the option to re-roll, since you have competing skills. In this scenario;

      1. The player who rolled higher declares if they are going to roll again.
      2. The player who rolled lower declares if they are going to roll again.
      3. If both player chose to re-roll, they roll at the same time, that way the 

Tackles

Failed tackles

During a tackle attempt, Offense rolls a 6, and Defense rolls a 2. The result of the Challenge is 4, so Offense moves the ball towards the Defense end zone 4 spaces (20 yards)

If the result of a Challenge is positive, the player on Offense moves the ball the number of spaces equal to the result of the Challenge.  This repeats until the team on defense is able to complete a tackle, there is a penalty, fumble or touchdown.

Completing a tackle is more difficult if a player is on a Breakaway, in which they retain the Bonus earned during from their strategy choice. (see Running with the ball)

Penalties can occur when the result of the Challenge is greater than 6 (see Penalties)

Successful Tackles

During a tackle attempt, Offense rolls a 3, and Defense rolls a 5. The result of the Challenge is -2, so the Defense tackles the Offense.

If the result of a Challenge is negative or 0, the Defense has made a successful tackle.

However, fumbles or penalties can occur when the result of the Challenge is less than -6. (see FumblesPenalties)

RUNNING WITH THE BALL

When the ball is moved down the field after a play, fumble or interception, the offense will try to move the ball further towards the defense end zone, or the defense will try and tackle the offense.

After moving the ball from a rushing or passing play, players will roll their dice, with their values being used in a Challenge. The ball will either be moved further up the field, or the play will end in tackle. Fumbles and Penalties are possible. When running with the ball, the restriction of 15 yards in a Rushing Play does not apply.

Any bonus gained at the start of the play is NOT carried forward, UNLESS there is a Breakaway. 

A Breakaway is triggered after the first movement of a Rushing Play, or immediately after catching the ball in a Passing Play, IF the result of the Challenge was 4 or more in favour of the Offense. There is no breakaway bonus on punts or kickoffs.

Breakaway bonus is only for the bonus earned when players pick their strategies, it does not include bonus’ used from the bonus row.

Example 1: During a Rushing Play, the Offense has a +1 bonus and move the ball 20 yards. In the upcoming tackle attempt(s), the Offense retains their +1 bonus for their roll. They keep that bonus until they are tackled, get a penalty or get a touchdown. Both players roll their dice for a Challenge and Offense moves another 15 yards. Both players roll their dice again and Offense moves the ball 5 yards. Again, both players roll their dice in a Challenge. This time, Defense rolls higher than Offense, and the play is stopped. A total of 40 yards was gained during this play. In all Challenges, the Offense play kept their +1 bonus.

Example 2: During a Passing Play, Offense makes a 30 yard throw using a +2 bonus. After successfully catching the ball, Offense moves an additional 15 yards after the catch. The bonus earned does not carry forward after the next tackle attempt because they moved less than 20 yards. Both players roll their dice in a Challenge, and Offense moves 10 yards. He does not keep his previous +2 bonus. Both players roll their dice in a Challenge, and Offense moves the ball 25 yards, making it into the End Zone for a touchdown. A total of 80 yards was gained during this play.

Fumbles

Fumbles can happen during a play, or while being tackled while running with the ball.

1. Fumble during a play.

During a rushing play, if the result of the Challenge is -6, then the ball is fumbled, 5 yards behind the line of scrimmage. If the result is outside the range of the chart, then the ball is fumbled, with an additional 5 yards lost for each number less than -6. For example, if the result of the challenge is -8, then the ball is fumbled with a loss of 15 yards.

2. Fumbles when tackled.

During a tackle, if the result of the Challenge is -5 or -6, the ball is fumbled.

When the ball is fumbled.

Following a fumble, both players will roll their dice to see who gains possession.

If the dice values match, then the ball is recovered by the team who fumbled the ball with no change in yards from where the ball was lost.

However, if the dice do not match, the fumble is recovered by whoever rolls higher.

  • If the difference between the two dice is less than 4, there is no opportunity to advance the ball, and the play is dead.
  • If the difference between the two dice is 4 or higher, the ball is then advanced 5 yards in favour of the player who rolled higher. The player who recovered the ball will continue to attempt to run with the ball until they are tackled or they score a touch down.

Example 1: Both players roll their dice after a fumble. Offense rolls a 6 and Defense rolls a 4. Offense recovers the ball but is unable to advance the ball. No change in yards.

Example 2Both players roll their dice after a fumble. Offense rolls a 2 and Defense rolls a 6. Defense recovers the ball and is able to move the ball 5 yards towards the Offense end zone. Defense will attempt to run with the ball following normal rules.

Example 3Both players roll their dice after a fumble. Offense rolls a 3 and Defense rolls a 3. Offense recovers the ball but is unable to advance the ball. No change in yards.

PENALTIES

Penalties can occur during a play, or when the ball is run after a play.

If the difference of the Challenge is more extreme, then a penalty has occurred. 

  • If the result is 8, or 9, there is a penalty against Offense of either 10 or 15 yards. 
  • If the result is -8 or -9, the penalty is against Defense of either 10 or 15 yards.

     

The play ends at the point of the penalty, and then the ball is moved the indicated yardage and it is an automatic first down. 

If the penalty occurs within the 20 yard line and will move the ball towards the endzone, reduce a 10 yard penalty to 5 yards and a 15 yard penalty to 10 yards.

If the penalty against the Offense occurs while the ball is in the end zone (ie, after a kick off) then it is a safety.

INTERCEPTIONS

When an interception happens, it is treated the same as running with the ball. 

Both players roll their dice for a Challenge, if the player with the ball rolls higher, they move down the field. If the player with the ball rolls lower or the values match, it is a tackle.

At the end of the play after the ball is intercepted, the player who lost possession of the ball must mark off one circle of the the Time Tracker, and gain the indicated Bonus.

SACKS

During a Passing Play, there is a possibility the quarterback could get sacked and there will be a loss of yards of 5, 10 or 15 yards. 

There is also the potential that the QB can lose possession of the ball. After a sack, the player on Defense will roll both dice. If their dice add up to 11 or 12, then they also strip the QB of the ball, and play proceeds with regular fumble rules. 

If the Offense retains possession of the ball after a sack, each dice roll for all following plays during that possession of the ball will be worth 1 less than the indicated value.

TOUCHDOWNS

If the ball is carried past the 0 yard line and into the end zone, it is a touchdown and 6 points for that team. If a ball is thrown beyond the end zone, it is out of bounds and does not count as a touchdown. The size of the end zone is 10 yards, so a ball may be thrown 5 or 10 yards beyond the goal line. Anything in excess of that is thrown out of bounds. If the ball is run into the end zone, it is a touchdown regardless of how “far” the ball is carried.

Extra Points After Touchdown

After a touchdown, players are able to get 1 or 2 extra points.

1 point: attempt a field goal kick from the 15 yard line. (see Field Goals)

2 points: attempt a single play from the 5 yard line to get the ball in the end zone.

Safety

If the ball carrier is tackled in their own end zone, then it is a safety. Which is 2 points awarded to the team to made the tackle.

 This can happen on a failed play when the Line of Scrimmage is at the 0 yard line, or when failing to run the ball out of the end zone after a kick off or a punt.

After a safety, the team who was scored upon will punt the ball from their 20 yard line to the team that scored the safety.

Kicking the ball

Field Goals

Players may opt to try for a field goal if they are on a 4th down and do not want to give field advantage to the other player and they are in range of making a field goal. If choosing to make a field goal, move the ball marker 10 yards behind the Line of Scrimmage.

Players do not pick strategies and go straight to rolling dice. If the result of the Challenge is -5 (or less), then the kick is blocked. (see Blocked Kicks

Otherwise, the player kicking the ball will roll 2 dice and add their values together. Depending on the placement on the field, they will need to have their result between the range indicated on the field. 

For example, if the ball is at the 20 yard line, the player must roll a value between 4 and 10 (inclusive).

PUNTS

Players may opt to try for a punt if they are on a 4th down and do not want to give field advantage to the other player and they are not in range of making a field goal, or don’t want to risk missing a field goal. If choosing to make a punt, move the ball marker 15 yards behind the Line of Scrimmage.

Players do not pick strategies and go straight to rolling dice. If the result of the Challenge is -5 (or less), then the kick is blocked. (see Blocked Kicks

There are short range punts and long range punts. 

  • Short range punts are from 20-40 yards
  • Long range punts are from 45-70 yards. 

Choose the distance you are aiming your punt and place the ball there. Refer to the charts on the field for punt accuracy. (indicated by the target/cross hair icon) 

The kicker will roll 2 dice. 

  • If the sum of the two dice is within the accuracy range, then the kicker gains the indicated bonus if the receiver runs after catching the ball. 
  • If the sum is outside the accuracy range, the receiving team receives the indicated bonus if the receiver runs after catching the ball. 
    • If you roll lower than the accuracy range, the ball was kicked short and off target. 
    • If you are higher than the accuracy range, the ball was kicked long and off target. Determine the difference of your roll to the target range, and move the ball forward or backward that many spaces.

For example: if you are targeting a 40 yard punt (target range of rolling 5-9), and you roll 11, you are two higher. Move the ball 2 spots (10 yards) towards the opponent end zone.  If you rolled a 2, then you are 3 lower. Move the ball 3 spots (15 yards) towards your end zone. The bonus of 3 would be given to the receiving team on the upcoming Challenge when they run with the ball.

The receiving team can choose to call a fair catch if they don’t want to risk running with the ball. They may do this if they feel the result of a Challenge may result in a fumble.

Blocked Kicks

Punts and Field Goals can be blocked. If the result of a Challenge for a Punt or Field Goal is -5 (or lower) then the kick is blocked.

If a kick is blocked, the play is treated similar to a fumble. Both players will roll their dice, and then the ball will be moved in favour of whoever rolled higher. If both dice are the same, then the blocked kick is recovered by the team who blocked the ball, but with no gain in yards.

Faking a Kick

Punts and Field Goals can be be faked, and a play can be made instead. Before players roll to see if the kick is blocked, the team kicking the ball can call out they are faking the kick. Both players rolls their dice. If the player on Offense rolls higher, it is a surprise fake and they gain a bonus. 

 

Fake Kick to Rushing Play

Move the ball 5 yards behind the Line of Scrimmage.

Perform a standard Rushing Play, but don’t do the Strategy Pick. If Offense gained a a bonus during the fake, they gain a bonus of 2.

Fake Kick to Passing Play

If the fake was on a field goal, move the ball to the placekicker, 5 yards behind the Line of Scrimmage.

Perform a standard Passing Play, but don’t do the Strategy Pick. If Offense gained a a bonus during the fake, they gain a bonus of 2.

KickOffs

Kickoffs take place at the 35-yard line. Players may choose to do a regular kickoff, or choose to do an onside kick. There are markings on the field near the End Zones for regular kickoffs, and near the center of the field for onside kicks. Prior to rolling your dice, choose whether you are doing a kickoff or an onside kick.

Regular Kickoff

In a regular kickoff, the kicking team secretly chooses a number on their dice of where they want to kick the ball to. Refer to the dice images near the End Zone. A 1, 2 or 3 will place the ball at the 10, 5 or 0 yard line respectively. A 4, 5 or 6 will place the ball in the End Zone. 

The receiving team also secretly chooses a number on their dice, guessing what the kicker is choosing. After both dice are revealed, look at the Strategy Circle and see who’s choice wins. That player gains the indicated bonus of the Strategy choice, as well as the indicated bonus at the particular spot the ball was kicked.

The receiving team can choose from 3 options. 

  1. Call a fair catch and start a first down at that position.
  2. Down the ball for a touchback and move the ball to the 25 yard line.
  3. To run with the ball (using any bonus’ gained). This is treated like any run with the ball, however, on the first attempt, there are no limits to the result of the challenge (ie, no penalties). 

 

If the player chooses to run and is tackled before they cross the goal line, then it is a safety. After a safety occurs, the team that scored the safety will make a safety kick from the 20-yard line. Use the steps for a punt to perform the safety kick. (see punts)

(Note: to cross the goal line, a player only needs to move the ball 1 position/5 yards)

onside kick

An onside kick is the same as a regular kickoff, in that both players secretly choose a number on their dice and reveal, and then attempt to move the ball. Bonus’ gained is also the same

The receiving team cannot call a fair catch on an onside kick. The goal of the kicking team is to gain the advantage on the onside kick and cause the receiving team to fumble the ball. In an onside kick, penalties are still possible if the result of the Challenge is extreme enough.

END OF GAME

Once all circles of the Time Tracker have been crossed out, it is the 2-minute mark at the end of the game. There is not a limited number of plays left in the game. Players no longer need to keep track of plays on the Play Tracker.

To keep track of the final moments of the game, erase the circles of of the Time Tracker in one End Zone. 

After each play, one circle will be crossed out. If there is a touch down, two circles will be crossed out.

No bonuses are gained by crossing out the Time Tracker circles during this stage of the game. Bonus’ can only be gained if a player rolls a 1 on their dice.

Depending on the score of the game and the number of plays left, a player may choose to “take a knee” to secure a victory and avoid the risk of their opponent gaining possession of the ball. If a player chooses to take a knee, there is no need to pick strategies or roll, just cross out an available circle in the Time Tracker and lose a down.

When all circles of the Time Tracker (in one end zone) have been crossed out, the game is over.