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Half-Time Football

Half-Time Football Rulebook

Table of Contents

Table of Contents

  • To Start
  • Pre-Game
  • Kick Off
  • Special Dice
  • Kicking
    • Green Die
  • The Play
    • Running – Black Die
    • Passing Blue Die
    • Fumble
      • 10+10
    • Penalty
      • O + O
  • Dice Faces

To Start

Decide who will be the home team. Each player is given a black and white game die.

Pre-Game

Each player rolls a game die. High roll elects to kick or receive.

Kick Off

Each player rolls a game die. The net result of the roll is applied to the receivers 20 yd. line.

Examples show rolls, placement of ball and yard markers.

  • Receiver rolls 15, kicker rolls 10 (net +5): Receiver runs ball back to 25 yd. line.
  • Receiver rolls 10, kicker rolls 15 (net -5): Receiver is stopped at 15 yd. line.
  • Receiver rolls 5, kicker rolls 5 (net 0): Receiver is stopped at 20 yd. line.

Place the ball in the 1st down band on the field with the tip of the ball on the line of scrimmage.

Place the yard marker alongside the ball in the red track with the arrow pointing towards the opponents goal line, its tip on the line of scrimmage. The window shows yards to go for first down.

Special Dice

Offense is given the blue passing die, green kick die and a red penalty die.

Defense is given the other red penalty die.

Kicking

Green Die

PUNTING — Offense rolls the green kick die to kick ball down field (0, 10, 20, 30, 40, 50, yrds.)

Defense rolls a black game die for runback (0, 5, 10, 15, 20 yds.)

FIELD GOAL — Offense rolls the green kick die. Roll must match or exceed distance to goal to be good.

EXTRA POINT — Offense must roll a 10 or better.

The Play

Running – Black Die

Whenever the offense elects to run, both players roll their black die simultaneously. If the two dice show different figures, a loss or gain is calculated as shown.

Ball and yard marker are shifted accordingly. If both players roll a 5, 15, or 20 with their dice, the ball stays at the line of scrimmage but slides across to the next down band.

Examples (offense roll, defense roll, net result):

  • Offense rolls 20, defense rolls 15 (net +5): Offense gains 5 yards. Move ball 5 yds. upfield and into the 2nd down band. It's 2nd and 5 to go.
  • Offense rolls 10, defense rolls 0 (net +10): Offense gains 10 yds. It's a 1st down. Move ball and yard marker up field 10 yd. Leave ball in the 1st down band.
  • Offense rolls 10, defense rolls 20 (net -10): Offense loses 10 yds. Move ball back 10 yds. and into the 2nd down band. It's 2nd and 20 to go.

Passing Blue Die

NG – Pass no good, 20, 30, 50, - Pass is good for specified yardage.

Editor's note: the printed text above lists "20" among the pass results, but the printed Blue Passing Die face table below gives 1 = I (Incomplete), 2-4 = NG (No Good), 5 = 30 yrds, 6 = 50 yards, with no 20 face. Transcribed as printed; the die table is the reference for the die faces.

I – INTERCEPTION If offense passes for an interception, defense responds by rolling the black die to show how far back the ball was intercepted.

EXAMPLE: Ball is passed from the 50 yd. line and intercepted. Defense rolls a 10 to take possession on their own 40 yd. line.

Fumble

10+10

If both players roll a 10 with their game dice, a fumble occurs. To determine the outcome, both players roll the red dice. High roller recovers and moves the ball towards the opponent's goal line the net difference. If both roll the same number — roll again.

Example:

  • Ball is on the 20.
  • Offense rolls 10.
  • Defense rolls -5.
  • Offense recovers on the 25 yd. line (+5).

Penalty

O + O

If both players roll a O with their game dice a penalty occurs. Both players then roll the red dice. Penalty goes against the low roller who loses the net difference in yardage.

Example:

  • Offense rolls 5.
  • Defense rolls -15.
  • Offense loses 10 yards (-10).

Dice Faces

Blue Passing Die (1d6)

RollResult
1I – Incomplete
2-4NG – No Good
530 yrds
650 yards

Green Kicking Die (1d6)

RollResult
10
210
320
430
540
650

Red Penalty Die (2) (1d6)

RollResult
1-35
4-510
615

White Game Die (1d6)

RollResult
1O — Penalty
2-35
410
515
620