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APBA Pro Football

APBA Pro Football Rulebook

Table of Contents

Table of Contents

  • How to Play the APBA Pro League Football Game
  • I. Basic Instructions
    • A. Lineups
    • B. Offensive Indexes
    • C. Kickoffs
    • D. Fumbles
    • E. Penalties
    • F. Injuries
    • G. "RP" Plays
    • H. Timing the Game
    • I. Running and Passing Plays from Scrimmage
    • J. Punts
    • K. Place Kicks
    • L. Safety Kicks
    • M. Playing Alone
    • N. APBA Realism
  • II. Options
    • A. Offensive Index Refinements
    • B. Onside Kickoffs
    • C. Fumble Prevention
    • D. Timing Adjustments
    • E. Modifications on Runs and Passes from Scrimmage
    • F. Punting Alternatives
    • G. Additional Place Kicking Possibilities
    • H. Onside Safety Kicks
    • I. Guidelines for Options When Playing Alone
    • J. Locator Columns: Receptions, Interceptions, Sacks
  • III. Symbols & Abbreviations on Cards & Scoresheet

How to Play the APBA Pro League Football Game

Read Part I of this pamphlet thoroughly before starting a game. It contains the basic instructions you need to play.

Part II describes options you may add if you wish, but we strongly suggest you disregard all of them until you're completely familiar with the basic method of play. Once you've reached that point, you'll probably want to utilize at least some of those options.

Part III is a list of the symbols and abbreviations used on the player cards and the scoresheet, and Part IV is an index of the contents of this pamphlet.

I. Basic Instructions

A. Lineups

  1. After you've chosen your teams, list the starters on both platoons on the scoresheet. See the Position Designator Codes at the top right of Board A-1 for guidance. (A defensive tackle may play nose tackle in a 3-4 defense or either tackle spot in a 4-3. Likewise, a middle linebacker may play either inside linebacker position in a 3-4 or middle linebacker in a 4-3. Remember, ET on the Offense line of a player card means tight end, and EB means wide receiver.)
  2. On each starter's card, find the numerical rating for his position - example: Guard (4) - and enter that number to the right of his name under POS on the scoresheet.

B. Offensive Indexes

  1. Add the rating points of all 11 players on each of the 4 platoons, and print the sums in the TOTALS block under each column.
  2. Compare each offensive platoon's total to its opponent's defensive platoon's total. The Offensive Index Table at the right of Board A-1 tells you how to compute the Offensive Indexes. Enter the appropriate letter - A, B or C - to the right of OFFENSIVE INDEX on the scoresheet. (You'll notice several scoresheet columns remain blank. LEAVE THEM THAT WAY. They involve options discussed in Part II, as do certain symbols on the cards which haven't yet been explained.)
  3. Use a team's Offensive Index when it has the ball and an Outside Running Play, Inside Running Play or Draw Play is called. The Offensive Index may be modified on pass plays (see the Passing Offensive Index Table at the bottom right of Board C-2), and it is never used on any kicking plays or returns.
  4. Offensive and defensive substitutions may change the Offensive Indexes during a game, if the substitutes' position ratings are different from the starters'. ALL OFFENSIVE SUBSTITUTIONS MUST BE REVEALED BEFORE A PLAY IS CALLED, AND DEFENSIVE SUBSTITUTIONS ARE ANNOUNCED IMMEDIATELY AFTER IT'S CALLED.

C. Kickoffs

  1. Now you're ready to begin the game. Let's say you've won the coin toss and elected to receive. You must designate your deep return men and your opponent his kicker. To know whom to use, read the explanation under the Position Designator Codes. ON ANY KIND OF KICK, ANY PLAYER MAY BE ASSIGNED TO ANY POSITION EXCEPT KICKER, CENTER (if any), HOLDER (if any) AND RETURNER (if any).
  2. Your opponent kicks off from his 35 yard line. Use the Kickoff section at the top left of Board A-1 as follows: a. The kicking team's coach rolls his two dice. THE DICE ARE COMBINED, NOT ADDED. THE LARGE RED DIE IS READ AS THE FIRST DIGIT AND THE SMALL WHITE DIE THE SECOND DIGIT OF A 2-DIGIT NUMBER. Suppose the coach rolls a red 2 and a white 4. The dice roll number is 24. b. Find black number 24 on the kicker's card. Then check the red number to the right of it under the letter K. (ALWAYS USE A KICKER'S K-COLUMN FOR EVERY TYPE OF KICK.) c. Assume the red number under K is a 13. Refer to the Kickoff section and you'll see two possible results for all kickoffs: 1-3 and 2-4. MOST PLAYS LIST THESE TWO POSSIBILITIES. (IF NOT, OF COURSE, THE SAME RESULT APPLIES THROUGHOUT THE GAME.) THE 1-3 COLUMN APPLIES DURING THE FIRST, THIRD AND ANY OVERTIME PERIODS, AND THE 2-4 COLUMN IS IN EFFECT DURING THE SECOND AND FOURTH QUARTERS. For your opening kickoff, therefore, you use 1-3 and number 13 in that column indicates the kickoff carried 56 yards, where it was fielded by 09 (OA). d. Measuring 56 yards from the 35 on the field, you'll see that OA caught the ball at his 9 yard line. Now you roll the dice for his return. Let's say you get a 54. Now you must check which card column to use for his return. THE R-COLUMN IS USED UNLESS ANOTHER COLUMN IS SPECIFIED ON HIS CARD. IF THE SYMBOLS ON HIS CARD READ OA-P or OA-K, USE THE P- OR K-COLUMN, WHICHEVER IS INDICATED, FOR KICKOFF RETURNS. Suppose your returner's card is marked OA-K. You look under K at 54 and find a 12. Go to the Kickoff Return section at the bottom left of Board A-1 and you'll observe that, under 1-3, number 12 nets a 21 yard return. So the deep man has advanced the ball from his 9 to his 30, where his offensive unit takes over. e. Kickoff result Tb means a touchback, with the receiving team putting the ball in play at its 20 yard line. The receiving team may elect to take a touchback rather than trying a return whenever a kickoff reaches the end zone. TD, of course, means a touchdown on a kickoff return or any other play. f. If a kickoff goes out of bounds (ob), there is an automatic 5 yard penalty against the kicking team, which must kick again. g. Various other results are possible on kickoffs, kickoff returns and on other plays as well. They're summarized in paragraphs D through G beginning below. (Instructions for plays from scrimmage begin in section I on page 6.)

D. Fumbles

  1. The letter F immediately followed by a number (example: F13) on the boards denotes a fumble. When one occurs, refer to the Identifier Columns on Board A-2. Find the proper column and roll your dice. THIS TIME TAKE THE DICE ROLL NUMBER AND REFER DIRECTLY TO THAT COLUMN. (Example: if it's F13 and you rolled a 65, you'll see the result 5d8 under F13 at 65. That means there was a five yard advance prior to the fumble and the ball was recovered at that spot by d8.) WITH FUMBLES, THE o AND d DESIGNATIONS ALWAYS MEAN THE PLATOONS ON THE FIELD AT THE START OF THE PLAY. It is important to remember this rule on certain kicks and on plays where the ball changes hands more than once.
  2. Once you know who recovered the ball, roll your dice and use the R-Column on his card to discover the length of his return on the Fumble Recovery & Blocked Kick Return section at the bottom of Board A-1.
  3. On kickoffs, punts and safety kicks, the Identifier Columns result is occasionally followed by the letter M (example: Od1M). In such cases the returner muffed the kick. The ball is recovered at the spot it was muffed, but it cannot be advanced IF THE KICKING TEAM RECOVERS IT.
  4. Once the ball reaches the opponent's goal line, it's a touchdown. Disregard any fumble occurring after the ball has reached or crossed the goal line.
  5. If a fumble goes out of the offensive team's end zone, it's a safety.
  6. If an offensive player fumbles on a fourth-down play, or on any play from scrimmage after 26 plays have been recorded in the second or fourth quarter, only the fumbling player may advance the ball beyond the spot of the fumble IF THE OFFENSE RECOVERS.

E. Penalties

  1. Certain play results are followed by the letters TE, TH, TL, TM, TQ or TZ. Any of these codes indicates a flag has been thrown on the play.
  2. The Penalty Table at the bottom left of Board C-1 will tell you what the infraction is, which team committed it and the distance involved if the penalty is accepted. You'll find instructions for using the table there.
  3. Inside the 30 yard line (for 15 yard penalties), the 20 (for 10 yard penalties) or the 10 (for 5 yard penalties), measure half the distance to the goal. Then spot the ball on the nearest odd-numbered yard line. (Example: on a 10 yard "half-the-distance" penalty from the 17, mark the ball at the 9 - not the 8 1/2 yard line.) A team cannot be penalized inside its own 1 yard line in APBA.

F. Injuries

  1. The letter j following a play result means a player has been injured. Ignore the j indicator if a penalty also occurs on the play and it turns out to be Delay of Game or False Start.
  2. To learn who suffered the injury and how much time he'll miss, consult the Injury Table at the bottom right of Board C-1.
  3. Players may never be used at positions not listed on their cards (except on kicking plays) unless multiple injuries make it necessary. If you must use a player at an unlisted position, he receives a rating of 1 point there.

G. "RP" Plays

  1. Instead of a conclusive play result, at times you'll see just the letters RP followed immediately by a number. When this happens, you must refer to Board E-1 (for RP1 through RP10) or Board E-2 (for RP11 through RP20).
  2. ROLL YOUR DICE AND, THIS TIME, ADD THEM TOGETHER. Then check the appropriate RP column. (Example: your result was RP3 and you rolled a 9. Under RP3 at 9, you'll read, "Faking pitchout..." etc. That is what happened on the play.)
  3. Usually, the RP columns will provide the complete result of the play. Sometimes, though, you'll be directed elsewhere and you'll have to make additional dice rolls to finish the play. And, on rare occasions, your offense will, through misinterpretation or a broken play, run a play nothing like the one you called. (See number 4 under RP1 and under RP3.) IN THESE CASES THE ORIGINAL DEFENSIVE LINE SETTING CALLED BY THE DEFENSIVE COACH REMAINS IN EFFECT.
  4. When reading RP results, keep the following rules in mind: a. Ballcarrier means the player you've already picked to carry the ball. b. Intended receiver means the player already designated as the intended receiver on the play. BUT IF THE RP RESULT SPECIFIES A DIFFERENT RECEIVER OR INTENDED RECEIVER, THE ORIGINAL DESIGNATION BECOMES MEANINGLESS. c. When the RP result identifies the player who intercepts a pass or recovers a fumble or blocked kick, there is no need to use the Identifier Columns. d. After a pass has been intercepted, a fumble recovered or a kick fielded or recovered in an RP play, DO NOT ROLL THE DICE FOR A RETURN UNLESS THAT PARTICULAR RESULT DIRECTS YOU TO DO SO. Otherwise, the play is complete - there is no return except as defined in the RP column.

H. Timing the Game

  1. Each APBA quarter is 30 plays. THIS MEANS PLAYS, NOT DICE ROLLS. Certain plays - for instance, penalties, kicks, fumbles, interceptions, and RP results - may require multiple dice rolls on the same play.
  2. Extra point attempts do not count at all in timing the game. The following are timed as half-plays: incomplete passes, touchdowns, field goals, safeties, and all plays on which the ball changes team possession or goes out of bounds, or which involve penalties or injuries. ALL OTHER PLAYS ARE FULL PLAYS.
  3. Keep track of the plays at the top right of the scoresheet. A QUARTER MUST HAVE 30 PLAYS - 29 1/2 IS NOT ENOUGH. If you reach 30 1/2 plays in a quarter, do not carry the extra half-play into the next period.

I. Running and Passing Plays from Scrimmage

  1. Let's backtrack to our original example and say you've got the ball on your own 30, first and 10. You place the ball marker at the 30 and the first down marker on the sideline with one end on the 30 and the other 10 yards ahead.

  2. Now you may call any one of 7 plays (all except the Trick Play) on an APBA Play Card. Do that by laying the Play Card you select face down.

  3. Next your opponent must announce his defensive alignment. He may shift from a 4-3 defense to a 3-4, or vice versa, on any down. Most of the time, especially on first down, he ought to use his standard defense and he'll say "S." If he's clearly expecting a pass downfield, he'll say "D," and if he's pretty sure you're going to keep the ball on the ground or call a Screen Pass, he'll say "G." These alignment options are in effect ONLY on running and passing plays from scrimmage.

  4. After that, you turn your Play Card face up, then proceed as follows: a. Refer to the board containing the play you've called. (See the Index of Board Contents at the bottom right of Board A-1.) b. For that play, locate the field section which includes the yard line where the ball is situated. (Example: if the ball's on your 30 and you called an Outside Running Play, use the board section headed Between Defensive Team's 31 Yard Line and Offensive Team's 15 Yard Line.) c. Under that section, find the Offensive Index column (A, B or C) in effect for your offense. d. Refer to the defensive alignment column (D, S or G) called by your opponent. e. If that column is subdivided into 1-3 and 2-4, use 1-3 because your game is in the first quarter.

  5. Continue as outlined below, depending upon which play you called. a. OUTSIDE RUNNING PLAY: Name your ballcarrier and roll the dice. (ONLY A HALFBACK OR FULLBACK MAY BE USED ON THIS PLAY.) Find the black dice roll number on the ballcarrier's card and check the red number next to it under the R. ALWAYS USE THE R-COLUMN ON ALL RUSHING PLAYS FROM SCRIMMAGE. Locate that number under the proper board column to obtain the play result. A MINUS (-) SIGN IN FRONT OF A NUMBER MEANS A LOSS OF THAT YARDAGE. b. INSIDE RUNNING PLAY: Same rules and procedures as for Outside Running Play, except that a quarterback may also carry the ball. (Some backs are more effective running to the inside, others to the outside.) c. DRAW PLAY: Same rules and procedures as for Inside Running Play. d. LONG PASS PLAY: Name your intended receiver - a halfback, fullback, tight end (ET) or wide receiver (EB) is eligible - and roll the dice. Find the black dice roll number on the PASSER's card and check the red number beside it under P. (The quarterback is always the passer, unless an RP result indicates otherwise, and his P-Column is used on all pass plays.) Use that number to get the play result under the appropriate board column. REMEMBER THAT THE OFFENSIVE INDEX MAY BE MODIFIED BY THE INTENDED RECEIVER'S PASS RECEIVING GRADE ON PASS PLAYS. (See the Passing Offensive Index Table.)

J. Punts

  1. There is no Play Card for a punt. Simply announce that you are punting. To know whom to use as punter and as deep return men, see the explanation under the Position Designator Codes.
  2. Roll your dice and find the black dice roll number on your punter's card. Locate the red number there under K and refer to the Punt section at the bottom of Board A-1. (Example: you've reached your opponent's 48 yard line on your first possession, but it's fourth down and you're punting. Use the Def. 25 to 50 YL section and the 1-3 column, because the line of scrimmage is his 48 and you're still in the first quarter. If your dice roll number is 35 and your punter's red K-Column number there is 23, you'll see the punt carried 33 yards from the line of scrimmage, where it was caught by d11(TB). Now TB tries to return the punt from his 15. Use the Punt Return section at the bottom of Board A-1 and his R-Column, unless the P-(TB-P) or K-(TB-K) Column is designated for punt returns on his card.) a. Instead of being fielded for an attempted return, a punt may roll dead (RD), be downed (DN) or go out of bounds (ob) either after a certain number of yards from scrimmage or on a particular yard line (YL). It may also carry out of the end zone for an automatic touchback (Tb), or a defensive player may make a fair catch (FC) of it. In each of these cases the ball is dead and there is no return. b. Any punt listed as being fielded (including fair catches) on or inside the 9 yard line (including the end zone) may instead be scored as a touchback, at the option of the receiving team. c. The designation X7 means the punt has been blocked.
    1. Find Identifier Column X7 and roll your dice. Refer directly to that column. (Example: you roll a 51 and see -17d10. This means the blocked punt was recovered 17 yards behind the line of scrimmage by d10. Now your opponent must roll for his return, using d10's R-Column and the Fumble Recovery & Blocked Kick Return section.)
    2. If the punt rolls dead, is downed or goes out of bounds, the play is over - there's no return.
    3. If a blocked kick goes out of the kicking team's end zone, it's a safety.
  3. You may not punt from inside the defense's 25 yard line.

K. Place Kicks

  1. FIELD GOAL: Like punting, merely announce that you are attempting a field goal. To see who your kicker should be, consult the explanation under the Position Designator Codes. a. Roll your dice, find the black dice roll number as usual, and check under K next to it on the kicker's card. Take that number and refer to the Place Kick section at the top of Board A-1. Use the field section including the present line of scrimmage (example: you're on your opponent's 27 yard line - use the 20 to 29 YL section) and 1-3 or 2-4 column, depending which quarter is in progress. WHEN YOU RECORD YOUR STATISTICS ON THE SCORESHEET, ADD 17 YARDS TO THE DISTANCE OF APBA FIELD GOAL ATTEMPTS. APBA'S BOARD MEASUREMENT IS FROM THE LINE OF SCRIMMAGE TO THE GOAL LINE ONLY, AND ACTUAL PRO DISTANCES ARE FIGURED FROM THE SPOT OF THE KICK (7 YARDS BEHIND THE LINE OF SCRIMMAGE) TO THE GOAL POST (10 YARDS BEYOND THE GOAL LINE).
    1. Your kick may be good (Good) without qualification.
    2. It may be good from a limited distance only. (Example: 20 Good means the kick is good ONLY IF the line of scrimmage is the 20 yard line or closer.)
    3. It may be no good (NG). It is also no good, if, as in the example above, the result is 20 Good and the line of scrimmage is the 21 or farther. Both these types of misses are returned to the line of scrimmage, where the opposition takes over (unless the line of scrimmage was inside the 20 yard line, in which case the ball is brought out to the 20).
    4. The letter X immediately followed by a number means your field goal attempt has been blocked. Go to the Identifier Columns and roll your dice. (Example: your result is X11 and you roll a 12. You find -8d2 under X11. So d2 recovers the blocked kick 8 yards behind the line of scrimmage. Next, your opponent rolls for d2's return, using his R-Column and the Fumble Recovery & Blocked Kick Return section.) If the kick crosses the line of scrimmage, there is no attempt to return it. Bring the ball back to the line of scrimmage (or the 20), where your opponent gets the ball. b. You may not try a field goal until you reach your opponent's 49 yard line. (That means a 66 yard attempt is the maximum: if the line of scrimmage is the 49, the ball will be spotted 7 yards back, at your own 44 - 56 yards from the goal line - and the goal posts are 10 yards farther.)
  2. EXTRA POINT a. Use the same rules and procedures as for field goal attempts, except you refer to the Point After Touchdown section under Place Kick, unless a penalty sets the kicking team back. b. If such a penalty occurs, then use the field section including the line of scrimmage for the point try. (Example: an extra point is good, but the kicking team is called for holding. The 10 yard penalty moves the ball from the 2 to the 12. Now you must kick again, this time using the 10 to 19 YL section.) c. A blocked (X) extra point means a dead ball. There can be no return by either team, and the point try is no good.

L. Safety Kicks

  1. When a safety is scored against your team, you must kick to your opponent from your own 20 yard line. Your punter must kick. To know which returners to use, the opposing coach can check the explanation under the Position Designator Codes.
  2. Refer to your punter's K-Column and the Safety Kick section at the bottom of Board A-1. a. This is a free kick. If the kicking team recovers, it retains the ball, but may not advance it on the play. b. If the ball is fair caught, it is dead at that spot. c. Otherwise, your opponent rolls his dice, using the Safety Kick Return section at the bottom of Board A-1 and the column designated for punt returns on the returner's card (the R-Column, unless the P- or K-Column is specified).

M. Playing Alone

  1. When you play the game by yourself, you make all the decisions the offensive coach normally makes. However, you may not name the same ballcarrier or intended receiver more than twice in a row.
  2. You also make required defensive decisions (like allowing a punt to roll into the end zone) as logically and fairly as possible.
  3. Align your defense as follows: a. Use the D-Column:
    1. On first down with 15 or more yards to go for the first down.
    2. On second down with 9 or more yards to go.
    3. On third and fourth downs with 5 or more to go.
    4. Late in the game when the offense must obviously pass. b. Use the G-Column:
    5. On third and fourth downs with 1 to go.
    6. On first and second downs on or inside the defense's 5 yard line. c. Use the S-Column at all other times.

N. APBA Realism

  1. The APBA Pro League Football Game is designed to play just like real pro football. And it will, unless your coaching strategy is thoroughly unconventional.
  2. Naturally, we want you to play the game in any way that increases your enjoyment, but don't expect entirely realistic results and statistics from totally unorthodox game plans.
  3. You may never employ a player whose P- (and/or K-) Column is designated for punt or kickoff returns to pass (and/or kick). So that no meaningful maneuverability is lost, APBA does not use a player's P- (and/or K-) Columns for returns unless he did no passing (and/or kicking) during the actual season.
  4. Football rules change, sometimes frequently. If any APBA rules conflict with official league rules, the league rules apply. We will happily answer any questions you have about the APBA Pro League Football Game, but we can't provide you with league rules or interpretations of them.

II. Options

A. Offensive Index Refinements

  1. Certain defensive linemen and linebackers play better against a pass, others against a run. By figuring a defense's ratings against passes and runs separately, you can better pinpoint its specific strengths and weaknesses. a. Such linemen and linebackers are assigned V-Ratings on the Defense line of their cards (example: V: 3/2). The number before the diagonal slash (3) is the player's defensive rating on all pass plays (also all passer scrambles, including those on Screen Passes) EXCEPT SCREEN PASSES, and the number after the slash (2) is his rating on all running plays AND SCREEN PASSES. These ratings apply only to those defensive line and linebacker positions at which a player has his highest POS rating. Ignore them at other positions. b. Enter V-Ratings under V on the scoresheet for all defensive players in the game who have them. (Example: your right end is rated V: 2/4. Write 2/4 to the right of his name in the V-Column (the slash is already printed there).) NEXT, FOR EVERY DEFENSIVE PLAYER IN THE GAME WITHOUT A V-RATING, LIST HIS POS RATING TWICE - BEFORE AND AFTER THE SLASH - IN THE V-COLUMN. (Example: your left outside linebacker's POS rating is 5, and there's no V-Rating on his card. Enter 5/5 beside his name under V on the scoresheet.) c. Now add the numbers in the V-Column. YOU'LL HAVE TWO TOTALS - THE SUMS OF THE 11 NUMBERS TO THE LEFT OF THE SLASH AND THE 11 TO ITS RIGHT (example: 39/36). d. Compare each total to the opposing offense's rating total under POS. Using the same system of comparison you normally employ to find the Offensive Index, you may possibly arrive at different Offensive Indexes for passing and running plays. If so, note those different letters next to PASS and RUN under OFFENSIVE INDEX on the scoresheet. e. Defensive or offensive substitutions, of course, may alter the totals and, consequently, the Offensive Indexes. f. Any Offensive Index remains subject to the variations explained in the Passing Offensive Index Table.
  2. If, as defensive coach, you believe the situation calls for a pass downfield, you may insert a fifth defensive back (either cornerback or safety) into the game in place of your middle linebacker or left inside linebacker (d3). YOU MUST ANNOUNCE THIS MOVE WHILE THE PLAY CARD IS DOWN, AND YOU ARE THEN LIMITED TO D OR S DEFENSIVE ALIGNMENTS. a. If the play called is a pass (EXCEPT A SCREEN), determine the Passing Offensive Index as usual, but then reduce it by one grade (but not below C). IF THE INTENDED RECEIVER HAS AN ASTERISK (example: A*-9) FOLLOWING THE LETTER GRADE ON THE PASS RECEIVING LINE OF HIS CARD, THE INDEX CAN NEVER BE REDUCED BY A FIFTH (OR SIXTH) BACK. b. If it is a run (or a Screen Pass), raise the Offensive Index normally in effect for that play by one grade (but not above A), and, if there is a gain, add 1 more yard to the result. c. If a pass is called but results in a scramble by the passer, MAKE NO CHANGE in the standard Offensive Index or the result.

B. Onside Kickoffs

  1. Anytime you kick off, you may attempt an onside kick. Use exactly the same rules and procedures as for a regular kickoff, except refer to the Onside Kickoff section at the top of Board A-1 for the outcome.
  2. If the receiving team recovers the ball, return it as usual, but refer to the Onside Kickoff Return section at the bottom of Board A-1.
  3. If the kicking team recovers, the ball is dead. The kicking team may not advance it, but takes possession at the spot it recovered.

C. Fumble Prevention

  1. When your team receives any kind of kick, recovers a fumble or blocked kick, or intercepts a pass, you may decline to attempt a return. (BY DOING SO, YOU CAN ALSO ELIMINATE THE POSSIBILITY OF A SAFETY ON A NEGATIVE-YARDAGE RETURN FROM DEEP IN YOUR TERRITORY.) If you do, the ball is dead at the spot your team gained possession. Exception: On punts only, if the Punt section indicates the ball was fielded by a defensive player, ignore that indication and add 15 yards to the stated distance of the punt, after which the ball rolls dead. (If this 15 yards takes the ball into the end zone, spot it at the 4 yard line instead.)
  2. Late in a half, you may elect to have your quarterback simply fall on the ball rather than risk a conventional play. When you do, no Play Card is necessary. Just say "Falling on the ball," mark off a 2 yard loss and chalk up a full play (unless your opponent calls a time-out).

D. Timing Adjustments

  1. Each coach may call up to 3 time-outs in each half, and 2 more during an overtime period. When you take a time-out, score the preceding play as a half-play only. Keep track of each team's time-outs at the top of the scoresheet.
  2. You may stop the clock for the 2-minute warning of each half. Do this by tallying just a half-play ON THE FIRST PLAY BEGINNING AFTER 26 PLAYS HAVE BEEN COMPLETED in the second and fourth quarters.
  3. On Screen and Short Passes only, starting with the first play beginning after 26 plays have been recorded in the second, fourth or overtime periods, you have another time-conserving option available as offensive coach. You may notify your opponent that, on any completion for 9 yards or less (including losses on completions), the receiver has carried the ball out of bounds, making it a half-play. THIS OPTION IS LOST IF THERE IS A FUMBLE ON THE PLAY.

E. Modifications on Runs and Passes from Scrimmage

  1. You can employ certain specialized offenses and defenses on running and passing plays from scrimmage. a. On offense, you may at times wish to vary your formation from the standard pro set described under the Position Designator Codes.
    1. To strengthen your running offense, you can replace wide receiver (EB) o1 with a second tight end (ET). YOU MUST ANNOUNCE THIS CHANGE BEFORE CALLING YOUR PLAY. Then roll your dice and, depending upon the play you've called, find the appropriate red number in either the ballcarrier's R-Column or the passer's P-Column, as usual. BUT INSTEAD OF USING THAT CARD NUMBER IMMEDIATELY TO OBTAIN THE PLAY RESULT, PROCEED AS FOLLOWS: a) If you called a running play, locate the proper board column and READ THE NUMBER 2 LINES ABOVE THE CARD NUMBER FOR THE RESULT. (Example: the R-Column number is 20, so you go to number 18 for the actual outcome.) EXCEPTIONS: (1) If the card number is 1, 2, 3, 4, 13, 14, 15, or 31 through 36, USE IT AS IT STANDS - MAKE NO LINE CHANGE. (2) If your line change would take you through 15, use 15 for the result. b) If you called a passing play (EXCEPT A SCREEN PASS), read the number 2 LINES BELOW THE CARD NUMBER on the boards. EXCEPTIONS: (1) If the card number is 13, or 21 through 36, USE IT. (2) Don't include number 13 in counting lines. (Example: if your card number is 11, drop to 14.) (3) If your line change would take you through 21, use 21 for the result. c) If you called a Screen Pass, make no line change.
    2. You can beef up your running attack another way - by replacing wide receiver (EB) o10 with another halfback to create a "full-house" backfield. All rules and procedures are exactly the same as if you'd inserted a second tight end. YOU CANNOT DO BOTH: YOU MUST ALWAYS HAVE AT LEAST ONE WIDE RECEIVER (EB) IN THE GAME ON RUNNING AND PASSING PLAYS.
    3. To improve your passing game, you may substitute a third wide receiver (EB) for either the tight end (ET) at o7 or the left halfback at o9. Again, you must reveal this before you call a play. Then roll your dice and observe the red number in your ballcarrier's R-Column or your passer's P-Column. a) If you called a passing play (except a Screen), read the number 2 LINES ABOVE THE CARD NUMBER on the boards. EXCEPTIONS: (1) If the card number is 1, 2, 3, 13, or 21 through 36, USE IT. (2) Don't include number 13 in counting lines. (3) If your line change would take you through 3, use 3. b) If you called a running play, read the number 2 LINES BELOW THE CARD NUMBER on the boards. EXCEPTIONS: (1) If the card number is 11, 12, 13, 14, or 30 through 36, USE IT. (2) If your line change would take you through 30, use 30. c) If you called a Screen, make no line change. b. On defense, you may sometimes think you know whether the coming play will be a run or a pass. In such cases, you might want to concentrate your defense against the kind of play you expect - moreso than the normal D S G alignments (or even the fifth back against passes) allow. You might also wish to pay special attention to a particular offensive player.

F. Punting Alternatives

  1. After your opponent reveals he's punting, you may call a Maximum Rush in order to try to block the punt or hurry the punter. WHEN YOU DO, YOUR TEAM CANNOT RETURN THE PUNT. The offensive coach rolls the dice and checks his punter's K-Column as usual. a. If the card number is 6, 12, 15, 19, 22, or 30 through 36, USE IT AS IT STANDS. If the ball is fielded, it's automatically a fair catch, but the possibility of muff still exists. Follow the procedure outlined in paragraph 2) below. b. If it's 13 or 27, read it as 15. c. If it's any other number, reduce the distance of the punt by 5 yards.
    1. If the punt is not listed as being fielded, it does whatever the board says (example: RD), but it happens 5 yards closer to the line of scrimmage.
    2. If the Punt section indicates the ball is fielded, consider it a fair catch. (But remember the punt is 5 yards shorter.) IT IS STILL POSSIBLE, THOUGH, FOR THE CALLER OF THE FAIR CATCH TO MUFF THE PUNT. For that reason, the coach of the receiving team must roll the dice and refer to the Punt Return section, even though the returner can gain no ground. a) If his card number produces the board result F3, HE MUFFS THE PUNT AND IT IS RECOVERED AT THE SPOT HE ATTEMPTED TO CATCH IT BY THE PLAYER (BUT NOT NECESSARILY AT THE SPOT) DESIGNATED AT THE RESULTING DICE ROLL NUMBER UNDER F3 IN THE IDENTIFIER COLUMNS. b) If the board result is anything but F3, the fair catch is made successfully and the play is over.
  2. You may call one fake kick (either punt or field goal - not both) per game. Simply say "Fake Punt" instead of "Punt". You may call it only on fourth down, and there is no announcement of alignment by the defensive coach. (Circle the f in your TOTAL block under Scoring by Quarters on the scoresheet when you've used your fake kick.) a. You may then call an Outside Running Play, Inside Running Play or Short Pass Play ONLY. Only the punter may carry the ball or pass. (He can't pass if his P-Column is designated for punt and/or kickoff returns however.) On a pass, choose your intended receiver as usual. b. Automatically use the D-Column on the boards for a running play, and the G-Column for a pass. c. Always use Offensive Index B.

G. Additional Place Kicking Possibilities

  1. As mentioned above, you can try one fake kick (either field goal or punt) during a game. Just say "Fake Field Goal" instead of "Field Goal." Exactly the same rules and procedures as for fake punts apply, except that either the kicker or holder - only - may run or pass. (Neither one can pass, though, if his P-Column is designated for punt and/or kickoff returns.)
  2. Immediately after a fair catch, on or ahead of your own 44 yard line, you may attempt a free kick (even if time for the quarter in progress expired on the play your team made the fair catch). Generally, you'd only do this near the end of a half. Refer to your kicker's K-Column and the Place Kick section of the boards after announcing a free kick. a. Try the kick from the spot the fair catch occurred. (For statistical purposes, add 10 - not 17 - yards to the distance of free kicks.) BUT INSTEAD OF USING THE PLACE KICK FIELD SECTION INCLUDING THE YARD LINE WHERE THE BALL WAS CAUGHT, REFER TO THE NEXT SECTION TO THE LEFT. (Use the 40 to 49 YL section from midfield to your own 44.) ALSO, ADD 10 YARDS TO ANY KICK WHICH IS GOOD ONLY FROM A LIMITED DISTANCE. (Example: your team fair caught a punt at your opponent's 43 yard line. Instead of using the normal 40 to 49 YL column, move left to 30 to 39 YL. Now suppose the K-Column number is 5 and you're in the second quarter. Number 5 reads 35 Good, but you add 10 yards and interpret it as 45 Good. Since your kick is from inside the 45, it's good, and is recorded as a 53 yard field goal.) b. If the kick is no good, your opponent gets the ball at the spot of the kick, if the half or game is not over. c. If the card number is 12, 16, or 28 through 36, the kick is simply no good - blocks, fumbles, penalties, injuries and RP's do not apply on these free kicks.

H. Onside Safety Kicks

  1. Use the same rules and procedures as for onside kickoffs, except you may employ either your punter (PA) or kicker (KO) on onside safety kicks.
  2. Remember a safety kick is from your own 20 yard line, not your 35.

I. Guidelines for Options When Playing Alone

  1. The more options you utilize, the more important it is to apply them evenly when you're playing by yourself. You can't have a truly legitimate contest otherwise.
  2. Call plays for both offenses just as though you were playing against another person.
  3. Logic and fairness are the most crucial considerations in making defensive decisions. Here are some general suggestions: a. Attempt an Onside Kickoff only when you appear to be a sure loser without it. b. Insert a fifth defensive back whenever you're in a D defense. Use a fifth back more often (either in a D or S) when facing an offense with a better passing than running attack. c. Call a Goal Line Defense only on third or fourth down with 1 to go, or on first or second down inside your own 5 yard line. Also, call it when the offense lines up with a second tight end or a "full-house" backfield. d. Insert a sixth defensive back whenever the offense puts a third wide receiver in the game. e. Call a blitz only on third down when you've got at least a fifth defensive back in the game, and then only sporadically. f. In S or G defenses, key most frequently on the player you consider the offense's best ballcarrier. Double cover the man you think is its most dangerous receiver when you're in a D defense. g. Never call a Trick Play Defense. h. Put a Maximum Rush on the punter only when the line of scrimmage is inside his own 15 yard line, and then only if you don't have effective punt returners.

J. Locator Columns: Receptions, Interceptions, Sacks

  1. Use of the Locator Columns at the bottom of Board C-2 will increase the accuracy of your individual statistics. This feature eliminates the potential for excessive use of high-grade receivers and allows receiver selection to be controlled mathematically. It insures that every receiver in the game will have the proper percentage of passes thrown to him. It also permits pass interceptions to be determined in the same way, instead of through the arbitrary designations in the Identifier Columns. Finally, it enables you to record the players responsible for quarterback sacks, a statistic not available at all with the basic method of play. a. RECEPTIONS
    1. On a separate sheet of paper, list EVERY player (not just starters) on your team with a number following the letter grade on the Pass Receiving line of his card (example: A-8).
    2. Add all these numbers together. The total determines which of the Locator Columns that team will use IN EVERY GAME IT PLAYS. (Example: if the total is 41, you'll always use Column II, because it includes numbers 37-45.) Write that number in the TOTALS block under PRR on the scoresheet AND KEEP A RECORD OF IT, SO YOU WON'T HAVE TO RE-COMPUTE IT FOR SUBSEQUENT GAMES.
    3. Calculate rating ranges for each listed receiver as follows: a) Find the player with the highest numerical rating. Assign his range by preceding his numerical rating with "1-." (Example: a man rated A-8 gets a range of "1-8," if 8 is the highest rating on his team.) b) If 2 or more receivers have identical ratings, list them in alphabetical order. (Example: Jones and Smith are both rated A-8. Give Jones a range of "1-8" and Smith "9-16".) c) Find the player with the next highest rating. Assign his range by beginning with the next number in sequence and ending with the number which gives him a range corresponding to his numerical rating. (Example: if the highest rating is A-8 and the next highest is B-5, the receiver rated B-5 earns a range of "9-13," because 9 through 13 includes five different numbers.) d) Continue this process until each listed player has a rating range. (A player with a numerical rating of 1 will, of course, have just one number in his range.) The last number assigned to your lowest rated receiver will equal the team total you obtained earlier.
    4. Enter the Pass Receiving Range (example: 1-8) under PRR on the scoresheet next to the name of every offensive starter who now has one. Enter those ranges for other players when you send them into the game on offense. YOU'LL USE THESE SAME RANGES EVERY GAME FOR THIS TEAM.
    5. Now you're ready to use the Locator Columns to select your receivers. Whenever you call a pass play, determine your intended receiver as follows: a) Put your Play Card face down as usual. (AND, IF YOU'RE USING THE KEYING-DOUBLE COVERING OPTION, LAY YOUR PASSER'S - NOT A RECEIVER'S - CARD DOWN WITH IT.) b) After turning the card(s) up, roll the dice and REFER DIRECTLY TO THE LOCATOR COLUMNS. (Example: the total of your team's numerical pass receiving ratings is 41, so you use Column II. You roll a 14, and under Column II at 14 you see 5. So the man whose range includes 5 is the intended receiver on the play. In the example above, it would be the player with range 1-8.) (1) Tackles, guards, the center and, of course, the passer are ineligible to receive passes. If the Locator Columns designate one of them as the intended receiver, disregard that result and roll the dice again. Repeat that process, if necessary, until you come up with an eligible receiver. (2) Do the same if the number you obtain is not assigned to any player in the game. c) Determine the play result as usual. b. INTERCEPTIONS

III. Symbols & Abbreviations on Cards & Scoresheet

  • A: Pass Receiving Grade
  • a: Audible
  • B: Pass Receiving Grade
  • C: Center (also Pass Receiving Grade)
  • CB: Cornerback
  • d: Defensive Player
  • E: End
  • EB: Wide Receiver
  • ET: Tight End
  • f: Fake Kick
  • FB: Fullback
  • FS: Free Safety
  • G: Guard
  • HB: Halfback
  • j: Injury Rating
  • K: K-Column
  • KA: Regular Place Kicker
  • KB: Reserve Place Kicker
  • KO: Kickoff Kicker
  • MLB: Middle or Inside Linebacker
  • o: Offensive Player
  • OA: Primary Kickoff Returner
  • OB: Secondary Kickoff Returner
  • OC: Reserve Kickoff Returner
  • OLB: Outside Linebacker
  • P: P-Column
  • PA: Regular Punter
  • PB: Reserve Punter
  • POS: Position Rating
  1. The abbreviation inc means the pass is incomplete.
  2. ON ALL PASS PLAYS, any negative (-) yardage above number 25 on the boards means a complete pass for a loss, while below 25 it means a sack.
  3. The letter W immediately followed by a number (example: W71) on the boards indicates the pass has been intercepted. When this happens, refer to the Identifier Columns. Find the proper column and roll your dice. Observe the dice roll number and go directly to that column. (Example: if it's W71 and you rolled a 42, you'll note the result 41d9 under W71 at 42. That means the pass travelled 41 yards from the line of scrimmage, where it was intercepted by d9.) Next your opponent must roll his dice for the return, using the interceptor's R-Column and the Intercepted Pass Return section at the bottom of Board C-2. NEGATIVE (-) NUMBERS IN THE W-COLUMNS indicate the ball was intercepted that many yards BEHIND THE LINE OF SCRIMMAGE. The defense has the option of letting any "intercepted" pass fall incomplete instead.
  4. Any COMPLETED pass gaining so many yards that the ball winds up on or beyond the end line of the end zone is still a TOUCHDOWN. However, any pass INTERCEPTED on or beyond the end line is merely INCOMPLETE.
  5. On pass plays, negative (-) numbers in the F-COLUMNS mean the passer fumbled before getting the pass off. All other numbers mean the intended receiver legally caught the pass, then fumbled.
  6. When the letter R appears as the play result on the boards, it means the intended passer could not find an open receiver and elected to scramble with the ball. In this case, roll the dice again, USING THE PASSER'S R-COLUMN AND THE OUTSIDE RUNNING PLAY BOARD, TO FIND OUT HOW MUCH HE GAINED OR LOST. When the passer scrambles, use the standard Offensive Index, NOT the Passing Offensive Index.
  7. Certain players have split Pass Receiving Grades on the Pass Receiving lines of their cards (example: A/B). The letter BEFORE the diagonal slash always pertains to SCREEN AND SHORT PASSES, and the letter AFTER the slash to LONG AND MEDIUM PASSES.
  8. A Long Pass may not be attempted inside the defense's 30 yard line. e. MEDIUM PASS PLAY: Same rules and procedures as for Long Pass, except that a Medium Pass may not be attempted inside the defense's 15 yard line. f. SCREEN PASS PLAY: Same rules and procedures as for Long Pass, except that a Screen Pass may not be called inside EITHER TEAM'S 15 yard line. On Screen and Short Passes, the result FD plus a number occasionally appears. THIS MEANS THE GAIN WAS FOR EXACT FIRST DOWN YARDAGE (or 12 yards, whichever is LESS) PLUS THE NUMBER OF YARDS INDICATED. EXAMPLES:
  9. It's second down and 6 to go. The board results reads FD +5. The gain is 11 yards (6 + 5) for a first down.
  10. It's third down and 22 to go. The board results read FD +9. The gain is 21 yards (12 + 9) and it's NOT a first down. g. SHORT PASS PLAY: Same rules and procedures as for Long Pass, except that a Short Pass may be called anywhere on the field.
  • Summary of procedures on running and passing plays a. OFFENSIVE COACH MAKES ANY SUBSTITUTIONS DESIRED, THEN SELECTS PLAY AND LAYS CORRESPONDING PLAY CARD FACE DOWN. b. DEFENSIVE COACH ANNOUNCES HIS SUBSTITUTIONS AND ALIGNMENT. c. OFFENSIVE COACH TURNS PLAY CARD UP AND REVEALS BALLCARRIER OR INTENDED RECEIVER. d. LOCATE BOARD AND FIELD SECTION PERTAINING TO PLAY. e. IDENTIFY BOARD COLUMN IN EFFECT ON PLAY, DEPENDING UPON OFFENSIVE INDEX (PASSING OFFENSIVE INDEX ON PASSES), DEFENSIVE ALIGNMENT AND QUARTER IN PROGRESS. f. OFFENSIVE COACH ROLLS DICE, FINDS BLACK DICE ROLL NUMBER ON BALLCARRIER'S CARD (ON RUNNING PLAYS) OR PASSER'S CARD (ON PASSING PLAYS). g. CHECK RED NUMBER NEXT TO DICE ROLL NUMBER UNDER BALLCARRIER'S R-COLUMN (ON RUNNING PLAYS) OR PASSER'S P-COLUMN (ON PASSING PLAYS). h. OBTAIN PLAY RESULT FROM THAT NUMBER UNDER PROPER BOARD COLUMN.

  • Anytime you're sure the offense will call a running play, you can announce, WHILE THE PLAY CARD IS FACE DOWN, a Goal Line Defense. You may call it anywhere on the field, but it limits you to S or G defensive alignments. Your opponent then rolls the dice for his ballcarrier's R-Column or his passer's P-Column result. In a Goal Line Defense you may not use a fifth back and you may not blitz. a) If he called a running play, read the number 2 LINES BELOW THE CARD NUMBER on the boards. EXCEPTIONS: (1) If the card number is 11, 12, 13, 14, or 30 through 36, USE IT. (2) If your line change would take you through 30, use 30. b) If he called a passing play (except a Screen), read the number 2 LINES ABOVE THE CARD NUMBER on the boards. EXCEPTIONS: (1) If the card number is 1, 13, or 21 through 36, USE IT. (2) Don't include number 13 in counting lines. (3) If your line change would take you through 1, use 1. (This supersedes the directive to stop at 3 if a third wide receiver is in the game.) c) If he called a Screen, make no line change.
  • When you're certain the offense will pass, you may, in addition to a fifth back, insert a sixth defensive back (cornerback or safety) to replace your left outside linebacker (d6). Announce this change while the Play Card is face down. You may call it anytime, but you're limited to D or S alignments when you do, AND ALL FIFTH BACK ADJUSTMENTS REMAIN IN EFFECT. Your opponent rolls his dice and checks the ballcarrier's R-Column or the passer's P-Column. a) If he called a passing play (except a Screen), read the number 2 LINES BELOW THE CARD NUMBER on the boards. EXCEPTIONS: (1) If the card number is 13, or 21 through 36, USE IT. (2) Don't include number 13 in counting lines. (3) If your line change would take you through 21, use 21. b) If he called a running play, read the number 2 LINES ABOVE THE CARD NUMBER on the boards. EXCEPTIONS: (1) If the card number is 1, 2, 3, 4, 13, 14, 15 or 31 through 36, USE IT. (2) If your line change would take you through 15, use 15. (3) If he called a Screen Pass, make no line change.
  • When you're convinced the offense will pass and you're willing to gamble to get a better pass rush, you may announce, again with the Play Card down, a blitz. You may call it anytime, and you're automatically in a D alignment when you do. Your opponent rolls his dice and checks the ballcarrier's R-Column or the passer's P-Column. a) If he called a passing play (INCLUDING A SCREEN) and the card number is 13, or 21 through 36, USE IT. (1) If it's another number, read the number 2 LINES BELOW THE CARD NUMBER on the boards, BUT USE IT ONLY IF THERE IS NOT A COMPLETE PASS THERE. EXCEPTIONS: (a) Don't include number 13 in counting lines. (b) If your line change would take you to or through number 21, USE NUMBER 28 FOR THE PLAY RESULT, whether or not there is a complete pass at 21, and even if line change rules from other options direct you to stop at 21. (2) IF THE PASS WOULD STILL HAVE BEEN COMPLETE AFTER YOU'VE DROPPED 2 LINES, THEN MOVE 2 LINES ABOVE THE ORIGINAL CARD NUMBER (or the number obtained AFTER all applicable line changes from others options in effect) FOR THE RESULT. (Example: the passer's P-Column number is 6. With the 2-line drop to 8 the pass remains complete, so you get the result from number 4 on the boards.) EXCEPTIONS: (a) Don't include number 13 in counting lines. (b) If your line change would take you through 1, use 1. (This supersedes the directive to stop at 3 if a third wide receiver is in the game.) b) If he called a running play, read the number 2 LINES ABOVE THE CARD NUMBER on the boards. EXCEPTIONS: (1) If the card number is 1, 2, 3, 4, 13, 14, 15, or 28 through 36, USE IT. (2) If the card number (or the number resulting after other line changes) is 24, 25, 26, or 27, READ NUMBER 28 FOR THE RESULT. (3) If your line change would take you through 15, use 15.
  • You may "key" on a specific back, or "double cover" a certain receiver, subject to the provisions below. (But you can't key or double cover when you blitz.) a) If this feature is being utilized, the offensive coach must place the card of his ballcarrier (on a run) or intended receiver (on a pass) face down along with his Play Card. b) While both cards are face down, the defensive coach states his alignment, then either "run" or "pass" - whichever he anticipates - and finally the name of the ballcarrier he's keying on (if he said "run") or the receiver he's double covering (if he said "pass"). IN A D ALIGNMENT HE CAN CALL ONLY "PASS", AND IN A G ONLY "RUN." HE CAN CALL EITHER IN AN S. HE CANNOT CALL "RUN" WITH A FIFTH BACK IN THE GAME. (1) If, as defensive coach, you correctly identify the ballcarrier or intended receiver, read the number 2 LINES BELOW THE CARD NUMBER on the boards after your opponent has rolled his dice and gotten the card number from the ballcarrier's R-Column or the passer's P-Column. (IF YOU NAME THE RIGHT PLAYER BUT THE WRONG PLAY, YOU ARE NOT CORRECT.) (a) EXCEPTIONS ON RUNS: (1) If the card number is 11, 12, 13, 14 or 30 through 36, USE IT. (2) If your line change would take you through 30, use 30. (b) EXCEPTIONS ON PASSES: (1) If the card number is 13, or 21 through 36, USE IT. (2) Don't include number 13 in counting lines. (3) If your line change would take you through 21, use 21. (2) If you fail to identify him, simply use the original card number. Make no line change. c. When employing more than one of these specialized offenses and defenses, you may well have more than one line change to make. (Example: on offense, you insert a second tight end and call a running play: rise 2 lines. But your opponent announced a Goal Line Defense: drop 2 lines. And he keyed correctly on your ballcarrier: drop 2 more lines. Altogether, you add 2 lines and subtract 4, meaning you simply drop 2 lines below the card number. ALWAYS TOTAL ALL APPLICABLE LINE CHANGES TO GET THE NET CHANGE BEFORE LOOKING UP THE PLAY RESULT. Exception: Whenever you blitz, find the board result obtained from all other line changes BEFORE determining blitz line changes. Always figure blitz line changes last. d. Disregard all line changes whenever a passer scramble results on any passing play (except the keying changes defined under "TRICK PLAY").
  • On offense, you may call an audible for your quarterback once in each period (including overtime). YOU CAN'T SAVE ANY FOR FUTURE QUARTERS, THOUGH: IF YOU DON'T CALL AN AUDIBLE IN A PERIOD, THE OPPORTUNITY FOR IT IS LOST. You'll want to use your audible - a change of play at the line of scrimmage - when the defense seems perfectly designed to stop the play you've initially called. a. After your opponent has aligned his defense, announce an audible and withdraw your Play Card (and player card, if any) from the table. b. Call another play by putting a new Play Card (and player card, if applicable) face down on the table. c. The defensive coach may then rearrange his defense, altering anything he originally announced. d. After calling an audible, circle a in the quarter in progress under Scoring by Quarters on the scoresheet. That will remind you that your audible for this period is used up.
  • SUMMARY OF RUNNING & PASSING PROCEDURES USING OPTIONS a. OFFENSIVE COACH ANNOUNCES ANY CHANGES IN STANDARD FORMATION (SECOND TIGHT END, "FULL-HOUSE" BACKFIELD or THIRD WIDE RECEIVER). b. HE SELECTS PLAY AND LAYS CORRESPONDING PLAY CARD, ALONG WITH BALLCARRIER'S OR RECEIVER'S (PASSER'S, IF YOU'RE USING LOCATOR COLUMNS - see Section h, below) CARD, FACE DOWN. c. DEFENSIVE COACH REVEALS WHETHER HE'S INSERTING A FIFTH BACK, AND, IF SO, A SIXTH BACK. d. DEFENSIVE COACH ANNOUNCES ALIGNMENT AND - IF HE'S USING EITHER OF THEM - GOAL LINE DEFENSE OR BLITZ. e. HE STATES WHICH PLAYER HE'S KEYING ON OR DOUBLE COVERING. f. OFFENSIVE COACH CALLS AUDIBLE IF HE CHOOSES (AND IF HE HASN'T ALREADY CALLED ONE THIS QUARTER) AND ABOVE PROCESS BEGINS AGAIN (EXCEPT NEITHER TEAM CAN MAKE FURTHER SUBSTITUTIONS). OTHERWISE, HE TURNS HIS CARDS FACE UP. g. LOCATE PROPER BOARD COLUMN FOR PLAY. (REMEMBER, INSERTION OF A FIFTH DEFENSIVE BACK AND/OR AN INTENDED RECEIVER'S GRADE MAY ALTER THE OFFENSIVE INDEX.) h. IF PLAY IS PASS, YOU MAY REFER TO LOCATOR COLUMNS (INSTRUCTIONS FOR THEM APPEAR LATER UNDER "LOCATOR COLUMNS: RECEPTIONS, INTERCEPTIONS, SACKS" - Section J, page 27.) TO DETERMINE INTENDED RECEIVER. i. OFFENSIVE COACH ROLLS DICE AND CHECKS RED NUMBER UNDER BALLCARRIER'S R-COLUMN OR PASSER'S P-COLUMN. j. REFER TO CORRECT BOARD COLUMN FOR PLAY RESULT, KEEPING IN MIND ANY LINE ADJUSTMENTS - UP OR DOWN - AFFECTING THAT CARD NUMBER.
  • TRICK PLAY a. On offense, you may call a Trick Play once in each half. BUT NO SINGLE TRICK PLAY CAN BE USED MORE THAN ONCE PER GAME, AND NO TRICK PLAY EXCEPT A QUICK KICK MAY BE CALLED WHEN THE DEFENSE PUTS A SIXTH BACK IN THE GAME. If you lay down your Trick Play card and the defense inserts a sixth back, your Trick Play call is nullified (unless you intend a Quick Kick) and you forfeit your Trick Play opportunity for the half in progress. You must withdraw your Trick Play and call another play, after which the defense may re-align but not substitute. Call any Trick Play by laying its Play Card face down instead of one representing one of the other 7 plays. (Keep track of first-half Trick Plays by circling the t in your second quarter block under Scoring by Quarters on the scoresheet, and of second-half Trick Plays by circling the t in your fourth-quarter block.) Then (after the defensive coach has made his announcements) turn the card up. Next, reveal which of the following Trick Plays you're using:
    1. BOOTLEG: Use the quarterback's R-Column and the Outside Running Play board for the result.
    2. END AROUND: Use the R-Column of the ballcarrier - any wide receiver (EB) or tight end (ET) - and the Outside Running Play board.
    3. NON-QUARTERBACK PASS: Use the P-Column of the passer - any halfback, fullback, wide receiver (EB) or tight end (ET) - and the Medium Pass Play (Short Pass Play inside the defense's 15 yard line) board.
    4. QUICK KICK: Use the punter's K-Column and the Punt section of the boards. a) You may call this play only on first, second or third down. b) The punter on a Quick Kick must be a quarterback, halfback or fullback with a position rating of 2 or more and a PA or PB on the Offense line of his card. If you have no player who qualifies, you can't call a Quick Kick. c) There is no return of a Quick Kick. If the punt is not listed as being fielded by the defense, the result in the Punt section stands. If the Punt section indicates it was fielded (including a fair catch), disregard that indication and instead add 15 yards to the distance listed, after which the punt rolls dead. (If the 15 yards takes the ball into the end zone, spot it at the 4 yard line instead.) b. When the Trick Play feature is activated for a game, the defensive coach always has two options on every play: he may announce a conventional defensive alignment, with or without variations (When applying offensive index refinements and scrimmage play modifications, both the Bootleg and the End Around are considered runs, and the Non-Quarterback Pass, of course, a pass. When a scramble results from a Non-Quarterback Pass, no line changes except keying apply. If the defensive coach keys the scrambler AS EITHER A RUNNER OR RECEIVER, HE IS CORRECT.), or if he has an overwhelming hunch, he may simply announce a Trick Play Defense. (In a Trick Play Defense, he can't key, double cover, or use any other options.)
    5. If he calls a Trick Play Defense and he is correct, ANY TRICK PLAY IS SCORED AS A 7 YARD RUSHING LOSS (by the ballcarrier, intended passer or intended punter).
    6. If he is wrong and one of the 7 standard plays has been called, proceed as follows: a) If the actual call was a running play, roll the dice for the ballcarrier's R-Column, but read the number 2 LINES ABOVE THE CARD NUMBER on the boards for the result, ALWAYS IN THE D-COLUMN. EXCEPTIONS: (1) If the card number is 1, 2, 3, 4, 13, 14, 15, or 31 through 36, USE IT AS IT STANDS. (2) If your line change would take you through 15, use 15. b) If the actual call was a passing play, roll the dice for the quarterback's P-Column, but read the number 2 LINES ABOVE THE CARD NUMBER on the boards for the result, ALWAYS IN THE G-COLUMN. EXCEPTIONS: (1) If the card number is 1, 13, or 21 through 36, USE IT. (2) Don't include number 13 in counting lines. (3) If your line change would take you through 1, use 1. (You may rise to 1 even if a third wide receiver is in the game.)
  • As you did for receptions, list every player on your team with an interception (W) rating (example: W-6) on the Pass Receiving line of his card.
  • Total these numerical ratings and assign rating ranges, using exactly the same rules and procedures as you did for Pass Receiving Ranges. Print the sum in the TOTALS block under WR on the scoresheet. KEEP A RECORD OF IT FOR FUTURE USE WITH THIS TEAM.
  • For all defensive starters who have one, enter the Interception Ranges (example: 1-6) you've established under WR on the scoresheet. Enter them for other players when they go into the game on defense. THESE RANGES WILL BE VALID FOR EVERY GAME THIS TEAM PLAYS.
  • Now you can use the Locator Columns to identify the interceptor whenever a W appears on the boards. a) Roll your dice and go directly to the Locator Columns. (Example: your interception ratings total 24, so you use Column I. You roll a 33 and find 15 there. The player whose range includes 15 is the interceptor.) (1) When using the Locator Columns, only a safety or cornerback can intercept a Long Pass. Only a safety, cornerback or linebacker can intercept a Medium Pass. Only a linebacker, end or tackle can intercept a Screen Pass. (Anyone can intercept a Short Pass.) If the Locator Columns list a player who is ineligible to intercept the type of pass thrown, disregard that result and roll the dice again. (2) Do the same if the number you obtain is not assigned to any player in the game. b) Attempt the intercepted pass return as usual. c. SACKS
  • As with receptions and interceptions, list every player on your team with a sack (QS) rating (example: QS-7) on the Pass Receiving line of his card.
  • Total those numerical ratings and assign rating ranges, just as you did for receptions and interceptions. Note the sum in the TOTALS block under QSR on the scoresheet. AGAIN, RETAIN A RECORD OF THIS TOTAL FOR FUTURE TEAM USE.
  • For all defensive starters who have one, enter the Sack Ranges (example: 1-7) you've assigned under QSR on the scoresheet. Write them in for other players as they enter the game on defense. THESE RANGES WILL BE IN EFFECT EACH TIME THIS TEAM PLAYS.
  • Now you're able to use the Locator Columns to determine who gets credit when a quarterback is sacked. a) Roll your dice and refer directly to the Locator Columns. (Example: the total of your sack ratings is 48 so you check Column III. You roll a 61 and read 47 there. The player whose range includes 47 is credited with the sack. (There are no fractional sacks in APBA.) b) If the number you get is not assigned to any player in the game, disregard that result and roll the dice again.
  • Preparation for using the Locator Columns is, of necessity, a tedious process. It's well worth the effort, especially if you're interested in comprehensive statistical accuracy. But we recommend you ignore these columns until you've mastered the other phases of the APBA Pro League Football Game.
  • PRR: Pass Receiving Range
  • QB: Quarterback
  • QS: Sack Rating
  • QSR: Sack Range
  • R: R-Column
  • SS: Strong Safety
  • T: Tackle
  • t: Trick Play
  • TA: Primary Punt Returner
  • TB: Secondary Punt Returner
  • TC: Reserve Punt Returner
  • V: Pass/Run Rating
  • W: Interception Rating
  • WR: Interception Range