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Inside Blitz Football

Inside Blitz Football Rulebook

Table of Contents

Table of Contents

  • Instructions on How to Play
    • What You Will Need to Play
    • Fast Action Cards and Key Players
    • Player Cards
    • Abbreviations
    • Missing Key Player
    • Special Defensive Ratings: 6(#)
  • Running Play
  • Passing Play
    • Possible Outcomes on the QB Card
  • Kickoffs
  • Field Goals
  • Punting
  • Using Offensive Linemen
  • Other FAC Cards and Readings
  • Fumbles
  • Penalties
  • Out of Bounds (OoB)
  • Injuries (INJ?)
  • Timing
  • Endurance and Injury Ratings
  • Defensive Calls
    • Defensive Strategy (optional)
  • Offensive and Defensive Solitaire Calls
    • Time Left and Score Adjustments
    • Offensive and Defensive Play Call Roll
  • Rule Additions and Optional Rules (January 2006)
    • Rule Clarifications
      • Field Goals
      • Blocked Kick Yardage and Returns
      • QB Scrambles
      • Offensive Lineman Injury Ratings
      • Fumbles During Fumble Returns
      • Solitaire System with Injured Players
      • Quarterback Fumbles
      • Solitaire Passing and a Shortened Field
      • Optional Punt Return Judgment
      • Free Kicks Following a Safety

Instructions on How to Play

What You Will Need to Play

  • 3 six-sided dice (3 different colors: red, white, blue), from now on referred to as 3d6.
  • Some references will refer to rolling 2d6, which is rolling just the red and white dice. 1d6 refers to rolling just the blue die.
  • The dice will mostly be used to read the column (red), the row (white) and the blue die will be used to check ratings.
  • For lookups on the charts and for checking the range on QBs' PR section the dice will need to be read red then white combined. (i.e. Red 4, white 2 = 42)
  • 1 Game Chart includes lookups for long gains, penalties, interception distance, injuries and the solitaire play calling procedure.
  • 100 FAC (Fast Action Cards): to be shuffled after each quarter for more randomness.
  • Each team will have 4 team charts: 2 of these will have player cards for offensive players, 1 special teams players and 1 chart with defensive players.

Fast Action Cards and Key Players

The FAC card number is used to determine the kick and punt return men, and also used to determine runner or receiver. Each FAC lists the key players involved depending on the play. If two positions are listed, use the same roll versus both positions.

The FAC (example: not an actual FAC, card 15) is printed with these entries:

FAST ACTION CARD (FAC)
15
Sweep Left      RDT   RIB
Inside Left     RDT
Inside Right    LDT
Sweep Right     LDT   LIB
OoB             Key   Sec Rec
Quick Pass      LDE   ORG
Short Pass      ROB   39
Medium Pass     FS    43(QP)
Long Pass       LCB   19
Pass Rush       RDE   Off Line

The FAC is read as follows:

  • Running plays (Sweep Left, Inside Left, Inside Right, Sweep Right): the key player for each running play is the defender listed in the first column.
  • Special FAC events such as out-of-bounds (OoB), QB fumbles and injuries use the Key and Sec Rec columns as printed.
  • Passing plays (Quick Pass, Short Pass, Medium Pass, Long Pass): the key player for each pass is the defender listed in the first column.
  • Secondary receiver (Sec Rec): used when a pass rush (PR) fails to get a different receiver depending on the pass play. The number shown (for example 39, or 43(QP)) is the result showing the secondary receiver for a forced shorter pass (QP). Use the number to find the new receiver in the range of receivers for the appropriate pass distance.
  • Off Line: the offensive player that may adjust the PR rate of the pass rusher.
  • PR (pass rush): when PR (pass rush) is the outcome from the QB's matrix, look here for the key player rushing the passer.

Player Cards

The cards below are excerpts printed in the rulebook as examples.

Runner card: HOLMES, PRIEST (RB), 2003 Kansas City. Endurance and injury ratings: END 16/1. Injury rating on the right (1). The card is used to show the number of rushes allowed (16) each half before tiring when playing face-to-face.

HOLMES, PRIEST                                 RB
2003 Kansas City                          END:16/1
                                       INSIDE RUN                             1-67
         1      2        3       4      5      6
  1     9/1 8/1         7/1     7/1    S/2 7/1
  2     7/1 S/2         S/2     S/2    5/-1 B/4
  3     6/1 4/-1        8/1     9/2    5/0 4/-3
  4    4/-1 4/-2        8/1     6/0    4/-1 6/0
  5     B/2 6/0         6/0     S/2    S/2 5/-1
  6     5/0 4/-2        S/2     6/0    5/0 5/0

                                      OUTSIDE RUN                            1-67
       1    2    3               4      5    6
  1   2/-3 6/0 5/-1             6/0    S/1 9/1
  2   B/2 4/-1 S/2             S/2     5/0 B/2
  3   7/0 6/0 5/0               6/0    S/1 2/-2
  4   4/-1 2/-2 7/1             3/-2    4/-1 B/2
  5   S/1 4/-1 2/-3             8/1    S/1 8/1
  6   B/2 7/0 4/-1              5/0    2/-4 S/1
 ATT YDS AVG TD                LNG     BLK FUM
 320 1420 4.4    27              4     3/-2  0

The runner card's rushing sections are read as described under Running play below. The LNG rating (4) is the RB's long run rating. The BLK rating (3/-2) is the RB's block ratings: left side run blocking (3) and right side pass blocking (-2). The FUM rating (0) is the RB's fumble rating.

QB card: GREEN, TRENT (QB), 2003 Kansas City.

GREEN, TRENT                                   QB
2003 Kansas City
QUICK PASS / SHORT PASS
        1       2     3    4      5    6
  1     R       X    PR X/PR X X/PR
  2     X       X    PR    X      X    X
  3 X/PR X            X    X           R
  4    SC      R PR/? X          R     X
  5     X X/PR X X/PR X               ?/
  6             X     X    X     R     X
             INT 11-13 SCK 14-55 RUN 56-66

MEDIUM PASS / LONG PASS
        1       2     3    4      5    6
  1    SC       X     X ?/PR X        PR
  2     /?      X     X    X      X   PR
  3     X      R      X    X     PR    X
  4     R       X     X    X      X    R
  5     X      PR PR PR           X    X
  6    PR       X    PR PR PR SC
 ATT CMP YDS TD INT SCK FUM
 523 330 4039 24          12     20    1

QBs' Quick and Short pass section. If 2 readings (ex. X/PR) use the left reading (X) for Quick pass, the right (PR) for Short passes. QBs' Medium and Long pass section. If 2 readings (ex. ?/PR) use the left reading (?) for Medium pass, the right (PR) for Long passes. QBs' PR section, used when the defense has a successful (PR) pass rush, is the section between the two matrixes in the middle of the card. QBs' fumble rating: the FUM rating is shown in the stats line.

Receiver card: GONZALEZ, TONY (TE), 2003 Kansas City. Receivers' endurance and injury ratings are used when playing face-to-face to show the number of catches allowed (4) each half before tiring. Injury rating on the right (1).

GONZALEZ, TONY                                 TE
2003 Kansas City                          END:4/1
  6 SHORT PASS                              1-24
        1       2        3      4       5    6
 1-2    5       1        7      M       3    0
 3-4    9       2        4      2       6    5
 5-6    8       4        1      3       4    10

  5  MEDIUM PASS                              1-24
       1    2    3              4       5      6
 1-2  17   18    13             16     11      14
 3-4  20   12    10             12     L       L
5-6  14   11    14             19     13      15

  1 LONG PASS                              1-21
      1    2              3      4       5   6
1-2  41    29            27      36     67  22
3-4  21    24            50      25     31  23
5-6  54    31            28      20     45  32
REC YDS AVG             TD            BLK FUM
 71 915.9 12.9          10             3   0

Receivers' range for short, medium and long passes. Playing solitaire, use this range to find the receiver for the play call using the prior FAC card number. The range is also used to find the secondary receiver needed from a failed pass rush. Receivers' catch ratings are used on all R outcomes from QB readings and secondary receivers. The BLK rating (3) is the receiver's run block rating, and the FUM rating (0) is the receiver's fumble rating.

Offensive line card: 2003 KANSAS CITY. Each lineman has a run block (RB) and pass block (PB) rating.

OFFENSIVE LINE
2003 KANSAS CITY                        RB     PB
 RT JOHN TAIT                            4     -1
 RG WILL SHIELDS                         5     -2
  C CASEY WIEGMANN                       5     -2
 LG BRIAN WATERS                         4     -1
  LT WILLIE ROAF                         5     -1
 T     MARCUS SPEARS                     2      0
 T     BRETT WILLIAMS                    2      0
 T/G   JORDAN BLACK                      2      0
 G/C   DONALD WILLIS                     2      0
                                         +2
FUMBLE RATES
 FUMBLE LOST                  11-23
 OFF PEN                        5

The offensive line card is read with the Run block rating (RB) and Pass block rating (PB) of each lineman. The printed "FUMBLE RATES" block on the same card lists FUMBLE LOST 11-23 and OFF PEN 5.

Defensive chart excerpt (starters) and team card key. The following excerpts are printed in the rulebook.

LDE    LDT     NT     RDT RDE
LOB    LIB    MLB     RIB    ROB
LCB     SS     NB     FS     RCB

The players are allowed to fill positions directly in front, back or beside their current position using the matrix located on the main game chart.

  • LDE also can fill for the LIB.
  • RDE also can fill for the RIB.
  • LCB also can fill for the LIB.
  • RCB also can fill for the RIB.

Abbreviations

  • PB: pass block rating of offensive linemen.
  • RB: run block rating of offensive linemen.
  • BLK: block ratings of skill players. Run block rate for WR and TE. Run block rate to left of / and pass block rate to right of / when for RBs.
  • FUM: fumble rate for offensive players.
  • S: short gain. For runners use the S column on the Lookup chart.
  • B: breakaway run. For runners use the LNG rate of the runner to determine the column for use on the Lookup chart.
  • L: long gain on a pass play. For RBs use the LNG rate of the RB to determine the column for use on the Lookup chart. For WR and TE roll again on the Long pass section of their card.
  • FC?: fair catch rate of punt returners.
  • X: on a QB card means possible completion; check key defender's rating.
  • ?: on a QB card means possible interception; check key defender's rating.
  • PR: on a QB card means possible pass rush; check PR defender against his PR rating.
  • Blank: on a QB card means poor pass, incomplete.

Red zone adjustments (excerpt from the defensive chart, as printed):

FF RATE -1                  RED ZONE
DEF FR 41-52          INSIDE 20      INSIDE 10
                      RUN   1         2       RUN
DEF PEN 5             PASS  1         2       PASS

The red zone adjustments are applied as described under Defensive Calls below.

Missing Key Player

If the key defensive position that is referred to on the FAC for a play is blank, then consider the play a lost rating check (higher yardage, completion or failed pass rush).

Special Defensive Ratings: 6(#)

Some defensive players have ratings that look like 6(#). These are only found in the PR and INT sections for defenders. If a PR or INT check needs to be made and the position listed on the FAC is blank, then these players can use their rating inside the ( ) for a rating check instead.

Running Play

Plays to choose from: Sweep Right, Sweep Left, Inside Left, Inside Right.

Pick the player to run the ball, or if playing solitaire use the FAC card number from the last shown FAC (1–82) to find the runner using the RB range.

The defense will pick its formation from Starters (base), Nickel, Dime, Short or Run.

Pick a FAC and look for the key player on the play that was called. If another defender is also on that line, then both players are key players.

Depending on the play called, you will use the section for inside or outside run on the runner's card. Rolling the dice, the red die tells you which column to use and the white die gives you the row to look up.

The blue die (rating check roll) is used to check against the key player's rating. Use the same number even if there are 2 key defenders.

The player's card will have letters/numbers separated by a /. The left side of the / is always higher.

  • If the key player is a defensive player and the rating check roll is less than or equal to the RD (run defense) rating of the key defender, the defender was successful at stopping the play for the lesser yardage. Otherwise the higher yardage is used.
  • If the key player is an offensive player and the rating check roll is less than or equal to the RB (run block) rating of the key offensive player, the player was successful at blocking for the play for the higher yardage. Otherwise the lesser yardage is used.

Possible outcomes:

  • S: short gain. Roll the 2d6 again and check the S section of the Game lookup chart for yardage gained.
  • B: breakaway. Roll the 2d6 again and check under the runner's LNG rating on the Game lookup chart.

Example (running play): Call: Inside Left. FAC: RDE. Roll: 3-2-5. Column 3, Row 2 on Inside run. RDE (Seymour RD rate 3) loses the rating check roll of 5. Because Seymour loses the rating check, Holmes breaks a Short gain. Roll 2d6 (2-6) again and check under the S column of the Lookup Chart next to 26 gets a 12 yd gain.

The defensive starters on this example are printed as:

STARTERS                                 RD       Q      S      M       L       PR INT RET
LDE HAMILTON, BOBBY (1)                  4        1     0       0      0        0     0      0
LDT
 NT WASHINGTON, TED (3)                  5        1     0       0      0        2     0      0
RDT
RDE SEYMOUR, RICHARD (1)                 3        3     1       0      0      6(1)    0      0
LOB MCGINEST, WILLIE (1)                 5        1     1       2      0        5     2      4
LIB PHIFER, ROMAN (1)                    4        1     2       2      0        0     0      0
MLB
 RIB BRUSCHI, TEDY (1)                   5        2     3       4      0        2     5      2
ROB VRABEL, MIKE (2)                     3        1     1       2      0      6(3)    4      3
LCB LAW, TY (1)                          1        0     3       4      5        0    6(4)    6
 SS HARRISON, RODNEY (1)                 5        0     2       3      4        3     5      0
NB
FS WILSON, EUGENE (1)                    3        0     1       2      3        0     6      1
RCB POOLE, TYRONE (1)                    1        0     2       3      4        0    6(4)    4

Example (running play): Call: Sweep Left. FAC: SS. Roll: 5-4-3. Check column 5, row 4 of Holmes Outside Run. SS (Harrison RD rate 5) is the key player. Rating check roll of 3 is less than or equal to Harrison's RD rate. He stops the play for the lower yardage: -1.

Example (running play): Call: Sweep Right. FAC: RT. Roll: 1-6-2. Check column 1, row 6 of Holmes Inside Run. RT (Tait RB rate 4) is the key player. Rating check roll of 2 is less than or equal to Tait's RB rate. Great block by Tait gives Holmes a breakaway. Roll 2d6 (2-5) on the Lookup Chart under Holmes' LNG rate (4) to get a 24 yd gain.

The Lookup chart excerpt used in these examples is printed as:

LOOKUP CHART
         S/2      3      4       5    6
  24      12     22      24      26   28
  25      12     22      24      27   29
  26      12     22      25      27   30

Passing Play

Plays to choose from: Quick, Short, Medium and Long passes.

Pick the player to throw to. RB cannot be target for Long pass; WR and TE cannot be target for Quick pass. Or allow the prior FAC number to get a receiver.

The defense will pick its formation from Starters (base), Nickel, Dime, Short or Run.

Pick a FAC and look for the key player on the play that was called.

Roll the red and white dice and cross reference that with the quarterback's player card under the correct section depending on the type of pass called. The QB cards are separated into two sections: Quick/Short pass, Medium/Long pass.

If a / is present in the outcome, read the outcome on the left as the outcome for the play on the left of the / (i.e. Quick, Medium). The outcome on the right of the / is for the right section (i.e. Short, Long). Check the example on page 1 of rules on QB card.

Possible Outcomes on the QB Card

X outcome. Pass on target. Roll 1d6 versus key player's defensive rating under the proper column (Q, S, M or L depending on the type of pass thrown).

  • If the rating check roll is less than or equal to the pass defense rating of the key defender, the ball is knocked down, incomplete.
  • If the rating check roll is greater than the pass defense rating of the key defender, the pass is complete. Roll the red and white dice again and check the receiver's card to get the yardage gained.
  • If an M comes up on the receiver's card, roll again and use the receiver's MEDIUM pass section.
  • If an L comes up on a TE or WR card, roll again and use the receiver's LONG pass section. If an L comes up on a RB card, roll the red and white dice again and, using the LNG rating of the RB, check the roll on the Lookup chart under the LNG number.

Blank outcome. Poor pass by the quarterback; incomplete pass; play over.

? outcome. Bad pass by the quarterback for possible interception. Check the key defender next to the proper section of the FAC.

  • If the rating check roll is less than or equal to the defender's INT rating, the ball is intercepted. Otherwise the pass is incomplete.
  • If INT, use the defender's RET rate and roll 2d6 on the TURNOVER chart for return yardage.
  • The point of interception, as well as any pass interference, is determined as follows (found on the main game lookup chart):
    • Quick: 0 minus 1d6.
    • Short: 2d6 added, minus 2.
    • Medium: 2d6 added, plus 8.
    • Long: 2d6 multiplied together, plus 20.

SC outcome. Scramble by the quarterback. Roll 2d6 and check the quarterback's SCRAMBLE section for yardage.

PR outcome. A pass rush has put pressure on the quarterback. Check the PR section on the FAC for the key defender. Roll 1d6 rating check roll versus the key player's PR rating. If the rating check roll is less than or equal to the PR rating of the key defender, the player has put intense pressure on the QB. Roll the 2d6 again and check the QB's PR area (the section between the two matrixes in the middle of the card).

  • RUN: scramble. Roll the red/white dice again and check the QB's SCRAMBLE section (on the QB's running card for yardage).
  • SCK: sacked. Roll 2d6 (add together) for yardage lost. (Option on yardage lost: Q and S passes subtract 1 from roll; L pass add 2.)
  • INT: possible interception. Refer to the key defender on the same FAC card for the INT rating check as explained above.

If the rating check roll is greater than the defender's PR rating, the quarterback has avoided the pressure and is looking for a receiver to throw to. Check the same FAC next to the type of pass thrown under the SEC REC column for the new receiver.

  • ORG is the original receiver. INC means the pass is thrown incomplete.
  • If a number only is shown under SEC REC, use that number to find the new target from the receivers' ranges in the original pass distance attempted.
  • A shorter pass is forced by the rush when a number AND a new pass distance abbreviation is shown under SEC REC (ex. Medium pass SEC REC). Use the number to find the new target within the receivers' ranges for the NEW pass distance. Resolve both instances with the R outcome below.

R outcome. Roll a 1d6 and check the receiver's catch rating (these are found in a box next to the type of pass on the receiver's card). If the rating check roll is less than or equal to the catch rating for the receiver, the pass is complete: roll 2d6 for the yardage off the receiver's card. If the rating check roll is greater than the receiver's catch rating, the receiver drops the ball for an incomplete pass.

Example (passing play, PR): Call: Short Pass. FAC: PR section RDE. Roll: 1-3-5. Column 1, row 3 on Quick/Short section. Use right side of / because of Short pass, not Quick. (PR) RDE (Seymour PR rate 6) wins the rating check roll of 5. Now roll 2d6 again, 3-4, and check the QB PR section in the middle of the card. A 34 falls in the SCK range: sacked. Roll 2d6 and add for lost yardage.

Example (passing play, X): Call: Short Pass. FAC: ROB. Roll: 5-2-4. Column 5, row 2 on Quick/Short section. Reading of X, on-target pass. ROB (Vrabel S rate 1) loses the rating check roll of 4. Pass is complete. A roll of 1 would have been a pass knocked down by Vrabel. Roll 2d6 (4-2) to get yardage from Gonzalez' card. A reading of M means Gonzalez breaks loose: roll 2d6 (6-3) in the Medium section. A reading of L means he is still loose: roll 2d6 (4-1) on the Long section, 36 yard gain.

Example (passing play, INT): Call: Medium Pass. FAC: FS. Roll: 4-1-2. Column 4, row 1 on Medium/Long section. Use left side of / because Medium, not Long pass (?: INT). FS (Wilson INT rate 6) wins the rating check roll of 2. Pass is intercepted by Wilson. Roll 2d6 (2-4) and add 8 to get the point of interception: 2+4+8 = 14 yards downfield. Roll 2d6 (2-3) and use Wilson's RET rate of 1 check on the Turnover chart: 2 yd return.

Example (passing play, PR to Long): Call: Long Pass. FAC: PR section RDT. Roll: 3-6-6. Column 3, row 6 on Medium/Long section. Reading of PR. RDE (Seymour PR rate 1) gets to use his exceptional rating (1) for the empty RDT spot. However, he loses the rating check roll of 6. Rush fails, Green can find SEC REC. Using the same FAC, look up the SEC REC portion next to Long Pass (19). Find the receiver that has that number in his range. Roll 1d6 rating check roll against Gonzalez' Long pass rating (1). Roll of 1: it's a complete pass, roll for yardage; 2–6: pass is dropped, incomplete.

The Turnover chart excerpt used in the interception example is printed as:

TURNOVER CHART
            0      1      2
11-13      -5      0      0
14-16      -4      1      1
21-23      -3      2      2
24-26      -2      2      4
31-33      -1      4      5
34-36       0      5      7
41-43       1      6      9

Kickoffs

Roll 2d6 and check the kicker's KICKOFF section for the distance of the kick.

The card is read with the yardage of the kickoff on the left of the / and the coverage rating on the right.

  • TB is a touchback.
  • OB means the ball was kicked out-of-bounds, penalty, ball placed at the opponents' 40 yard line.

Roll 1d6 versus the coverage rating: less than or equal to the coverage rating is good coverage. Otherwise, poor coverage.

Flip a FAC card and refer to the card number for the returner. The return team players have a range of numbers for who the return man will be.

Roll 2d6 and check the return man's section. If the coverage was good, the return is the lower yardage. Poor coverage gives up the higher yardage.

Example (kickoff): Kicker VINATIERI, ADAM (K), 2003 New England, KT PEN 4. FAC: #45. Roll: 1-2-3. Column 1, row 2 in Kickoff section reads 64/3. The kickoff travels 64 yards. Use the FAC # (45) to get the return man (Hall). NE wins the rating check roll of 3 for good coverage. Roll 2d6 (1-2) again for the return on Hall's card. Since the coverage is good, use the lower yardage: 57 - 25.9 - 2 on the right of the / for the return (10 yds).

The kickoff chart excerpt for this example is printed as:

KICKOFFS
      1     2    3             4       5       6
  1   61/3 59/3 58/3           57/3    63/3   62/3
  2   64/3 68/2 67/2           67/2    55/3   65/2
  3   64/3 56/3 66/2           59/3    61/3   56/3
  4   60/3 65/2 70/2           70/2    66/2   63/3
  5   69/2 57/3 55/3           71/2    58/3   69/2
  6   62/3 72/2 71/2           68/2    60/3    TB

Field goal example from the same kicker card:

EXTRA POINTS                                   11-65
      FIELD GOALS
        1     2    3             4       5       6
  1     23    28  49             34      39     48
  2     39    45  47             51      46     31
  3     24    34  20             42      44     27
  4     32    40  43             50      38      B
  5     21    33  52             35      44     49
  6     41    30  37             53      36     26
 ATT MD       %   LG                    KO      TB
  34    25 74% 48                       62.9     2

Kick return cards (2003 Kansas City, RT PEN 6), as printed in the rulebook. The return man is chosen by the FAC card number (1–79 Hall, 80 Boerigter, 81–82 Blaylock):

Kick Return
2003 KANSAS CITY                  RT PEN        6
HALL, DANTE                                1-79
          1  2     3     4     5     6
1-2 19/10 17/9 41/21 12/7 32/17 44/22
3-4 TD/30 27/14 38/19 14/8 24/13 34/18
5-6 50/25 47/24 29/15 57/28 22/12 54/27
                                  FUM     1
BOERIGTER, MARC                        80
          1  2     3     4     5     6
1-2 59/30 47/24 33/17 44/22 57/29 63/32
3-4 60/30 28/14 50/25 66/33 64/32 54/27
5-6 54/27 70/35 23/12 44/22 49/25 39/19
1 - 44 - 0                    FUM     0
BLAYLOCK, DERRICK                  81-82
          1  2     3     4     5     6
1-2 30/15 20/10 23/12 37/18 33/17 50/25
3-4 43/22 34/17 48/24 32/16 46/23 40/20
5-6 39/19 43/22 26/13 36/18 41/21 47/24
1 - 32 - 0                    FUM     3

Squib kickoffs. A squib kickoff can be called before a team kicks off. When this is called, roll for kickoff as normal but take 20 yards off the distance. The kick coverage automatically becomes a 5, no matter what the rating says on the matrix roll. On the first example above, on the roll of 1-2-3, the kick would travel 44 yards but the coverage would be a 5.

Onside kickoffs. An onside kickoff can be called before a team kicks off. When this is called, roll 2d6. If the roll produces doubles, the kicking team recovers. The distance of the kick and recovery is the total of the 2d6 roll plus 5 yards.

  • EX. Onside kick: roll is a 4-4; kicking team recovers the kick after it travels 13 (4+4+5) yards.
  • EX. Onside kick: roll is a 3-4; return team recovers the kick after it travels 12 (3+4+5) yards.

Field Goals

You need to flip a FAC for this play just to see if there could be any penalties.

Roll under the Field Goal section of the kicker's card. A higher number than the yardage of the FG attempt is a successful FG. Otherwise the FG is missed.

Remember to add 7 yards from the line of scrimmage for the actual distance of kick. (See the Addendum below: the correct figure is 17 yards.)

Example (field goal): Call: Field goal attempt. Roll: 4-5-2. Column 4, row 5 in field goal section reads 35. If the field goal is from 35 yards or less it is good; otherwise it's missed.

Punting

Return team can call for an all out rush. When going for a block and a flag is thrown on the return team, ALL PENALTIES become ROUGHING THE PUNTER. All returns become good coverage for the punting team.

Roll 2d6 and check the punter's card using the section for where the line of scrimmage is.

  • OUTSIDE THE 50: this gives you the yardage for the punt.
  • 50 YD LINE AND CLOSER: this gives you the yardline that the ball comes down on.

Roll 1d6 versus the coverage rating (the single number to the right of either a ? or /). If the rating check roll is less than or equal to the coverage rating, the coverage is considered good coverage. Otherwise, poor coverage.

Flip a FAC card and refer to the card number for the return man. The return team players have a range of numbers for whom the return man will be.

Return outcomes:

  • n: no return. The ball is dead after going out of bounds or being downed.
  • ?: possible fair catch. Roll 1d6 and check the FC rating of the return man. Less than or equal to the rating check roll and it's a fair catch. Otherwise the return man will return the ball; proceed with rolling 2d6 for the return.
  • /: this punt is returnable; roll 2d6 for return.
  • *: possible block. Roll 1d6 versus return team's block rating. If the rating check roll is less than or equal to the block rating, the punt is blocked. Otherwise use yardage. Roll 2d6 and add the dice together. Times that number by 2 to get the yards BEHIND the line of scrimmage that the ball is recovered at.
  • +: possible block, only if the return team chooses to go for BLOCK. Use the above procedure if the return team was going for block. Otherwise use normal yardage.

For a return, roll 2d6 and check the return man's section. If the coverage was good, the return is the lower yardage. Poor coverage gives up the higher yardage.

Example (punt from own 36): Punter WALTER, KEN (P), 2003 New England, KT PEN 4. FAC: #45. Roll: 6-1-3. Column 6, row 1 in Outside 50 section reads 46/3. The punt travels 46 yards. Use the FAC # (45) to get the return man (Hall). NE wins the rating check roll of 3 for good coverage. Roll 2d6 (1-2) again for the return on Hall's card. Since the coverage is good, use the lower yardage on the right of the / for the return (18 yds).

The punt chart excerpt for this example is printed as:

OUTSIDE 50 YD LINE
    1     2    3            4       5      6
  1    30n 52n 33?4            43/3   35?3    46/3
  2    39/4 28n 25n+           40/4   45/3    48/3
  3 31?4 40/4 27n              49/3   44/3    46/3
  4 32?4 51n 29n               34?3   47/3    37?3
  5    42/3 36?3 19n*          43/3   26n+    27n
  6 32?4 38/4 37/4             49/3    50n    41/3

Example (punt from opp. 45): Same punter, WALTER, KEN (50 yard line and closer section). FAC: #45, roll: 3-2-5. Column 3, row 2 in the 50yd close section reads 14?4. The punt travels 31 yards to the 14 yd line. Possible fair catch. Use the FAC # (45) to get the return man (Hall). NE loses the rating check roll of 5 for poor coverage. Roll 3d6 (2-1-5) again for the return on Hall's card. Use the rating check dice to see if Hall calls a fair catch: the 5 is above Hall's FC rate (4), so no FC. Since the coverage is poor, use the higher yardage on the left of the / for the return (touchdown).

The punt chart excerpt for the 50 yard line and closer is printed as:

50 YD LINE AND CLOSER
     1    2    3   4    5   6
  1  10n 11?4 TB + 4n    8n  4n
  2 13?4 15?4 14?4 2n 12?4 1n
  3  19n TB     8n 11?4 18n 9n
  4   6n TB * 18n 19n 16n 14?4
  5  17n 5n 20n 13?4 6n 16n
  6   9n  3n TB + 1n     3n  7n
 NO AVG LG        FC TB    I20 BLK
 76 37.7 52       10  3    25  1

The Kennison, Bartee return cards for these examples are printed on the punt return card for Kansas City (RT PEN 6):

Punt Return                          BLK:      3
2003 KANSAS CITY                    RT PEN     6
HALL, DANTE                                   1-75
        1  2     3     4     5    6
1-2 35/18 TD/19 24/13 14/7 26/14 33/17
3-4 31/16 12/6 -1/-3 17/9 1/-1 28/15
5-6 6/2 4/1 9/4 19/11 TD/20 22/12
FC?    4   FUM    1
KENNISON, EDDIE                    76-80
        1  2     3     4     5    6
1-2 38/20 43/22 34/18 13/5 44/22 5/0
3-4 23/11 46/23 37/19 40/20 41/21 20/9
5-6 16/7 35/18 27/13 2/-2 9/2 30/15
3 - 23.3 - 0       FC?    0   FUM    2
BARTEE, WILLIAM                    81-82
        1  2     3     4     5    6
1-2 0/0 0/1 0/-1 0/0 -1/-2 0/0
3-4 -1/-2 0/0 -1/-3 0/0 0/0 0/1
5-6 0/0 0/-1 -1/-3 0/-2 0/0 0/0
1-0-0              FC?    0   FUM    0

Who to use when the key blocker is LE, RE or RB. When these players are called on to be the blockers, use the player designated from the chart. The chart is printed as follows (the final column is the defensive alignment that goes with each row, as printed):

RB      LE      RE      OFF
BEST    TE1     TE2     Below 0     Short
BEST    TE2     TE1     0-9         Run
BEST    WR1     TE1     10-19       Starters
RB2     WR2     WR1     20-29       Nickel
RB1     WR1     WR2     30-up       Dime
  • BEST: the highest rated RB not running or catching the ball. (-2 is the best pass blocking rating.)
  • Teams Receiver Chart: the chart for each team that has all the receiving cards on it.
  • RB1, WR1, TE1: use the blocking ratings of the first non-target player from the left on the team's receiver chart.
  • RB2, WR2, TE2: use the blocking ratings of the second non-target player from the left on the team's receiver chart.

The version of this chart printed with the alignment tables reads, as printed:

RB       LE      RE      OFFENSE     DEFENSE
HIGH     TE1     TE2     Below 0     Short
HIGH     TE2     TE1     0-9         Run
HIGH     WR1     TE1     10-19       Starters
RB2      WR2     WR1     20-29       Nickel
RB1      WR1     WR2     30-up       Dime

Using Offensive Linemen

For a more realistic game experience, you can use the offensive linemen's PB ratings to affect the PR ratings of defenders.

Use the rating of the player mentioned under OFF LINE in the Pass Rush section of the FAC card. The rating is used to adjust the PR rating of the key pass rusher (+/-).

For example, if you look back at the first example for a pass play:

Call: Short Pass. FAC: PR section RDE; Off Line LT. Roll: 1-3-6. Column 1, row 3 on Quick/Short section. Use right side of / because of Short pass, not Quick. (PR). The OFF LINE player called for is the LT (Roaf PB rate -1). RDE (Seymour PR adjusted rate 5) now loses the rating check roll of 6. The QB now can find a secondary receiver due to Roaf's blocking. You would now roll 1d6 against Gonzalez' Short pass rating (6): easy catch, roll for yardage.

Other FAC Cards and Readings

If the FAC flipped for the play has a Penalty or Fumble card, set this aside as you will return to this after the play. Flip another FAC until you get a card with the key defenders you will need for the play called. More than 1 special FAC can come into play if flipped before the key defender card is.

Fumbles

After the play is over, roll 1d6. If the rating check roll is less than or equal to the ball carrier's FUM rating, it's a fumble. Higher than that, disregard the fumble.

Some FAC cards have a reading QB FUM?. This means that if the QB runs or is sacked, you will have a rating check roll against the QB's FUM rate for possible fumble.

The fumble card may have an adjustment of -1 or +1 that is subtracted from or added to the FUM rating of the ball carrier.

The defensive team has a Def Force Fumble (FF RATE) adjustment, found on the defensive chart, that is added to or subtracted from the ball carrier's FUM rate.

If the ball is fumbled, roll 2d6 against the Fumble Lost range on the offensive team's card and the DEF FR (defensive fumble recover) range on the defense's card. If the roll is in either range, the ball is lost.

If the defensive team recovers, flip a FAC and refer to the type of play that was run to get the recovering player. If sack or scramble, use the player under the pass rush section (key). If run play and offensive player is on the FAC, use the Quick Pass section for the recovering player.

If the offensive team recovers, flip a FAC and refer to the type of play that was run to get the recovering player. If sack or scramble, use the player under the pass rush section (Off Line). For a run play and defensive player on the FAC, use the Quick Pass section under the SEC REC portion. For pass plays, use the SEC REC section of the FAC card for the recovering player.

The fumble card tells whether the ball is returnable or not. If the defense recovers and it is returnable, roll 2d6 and reference the 2d6 roll with the RET rating of the recovering player. If the offense recovers a returnable fumble, roll 3d6 but use the 3rd rating check die as the RET rating.

Example (fumble lost): If, for example, only this card is used for a fumble recovery, the offensive team would lose the ball on a roll from 11-23.

Offensive team play calling adjustment number (used below) is printed on the offensive team's card. The printed example in the Defensive Calls section uses a KC adjustment of +2.

Penalties

Depending on the team on the field, penalty ratings are found on the appropriate card.

Some FAC cards have penalty checks for defense/return or offensive/kicking team. After the play is over, roll the 1d6 with the rating check die used to check against the penalty rate of the team called for. If the rating check roll is less than or equal to the rating, a penalty is called. Otherwise, no penalty.

If there is a penalty, roll 2d6 and check the Penalty chart in the column depending on which team (OFF/DEF/RT/KT) the penalty was on and what the play was (Run, Pass, Kick, Punt).

Out of Bounds (OoB)

Play ends out-of-bounds if either a pass or sweep run. Inside runs cannot end out-of-bounds, so disregard.

Injuries (INJ?)

Follow the procedure on the game chart to find out who is hurt and for how long. Defensive players' injury rate is in ().

Timing

The timing of the game is as follows.

  • 40 seconds for all in-bounds runs and passes that are completed.
  • 10 seconds for special teams plays, plays that end out of bounds, plays with penalties or injuries, and incomplete passes. ** Inside runs cannot end out-of-bounds.
  • 0 seconds for FG attempts, extra points, offsides and false start penalties that are called from the special FAC cards.

Timeouts can be used to stop all 40 second plays, making them only count 10 seconds. Spiking the ball on what would be a 40 second play becomes a 20 second play.

Endurance and Injury Ratings

All players are rated on their cards for END (endurance) / injury rating.

These ratings consist of two ratings. The left rating is the number of rushing attempts or pass receptions a player may have EACH HALF before they tire. The right rating is their injury rating.

For each reception a player exceeds his END rating for the half, his catch ratings fall 1 for each reception over. All pass attempts that are targeted to this player also get a +1 increase for the defending player's pass ratings.

For each rushing attempt that a player exceeded his END rating for the half, the defense gets a +1 on running plays.

Defensive Calls

The game can be played straight up as is, or if playing face-to-face, one gamer can play defense.

Defensive choices include picking one of the defensive alignments such as Starters, Nickel, Dime, Run or Short.

Suggested alignments can be based on taking the down times the distance plus the OFF team playcalling adjustment and checking the chart.

Suggested Defense Alignment:

Suggested Defense Alignment     Dime      Nickel     Starters   Run       Short
Down times Distance             30-up     29-20      19-10      9-lower   Any 3rd/4th and 1, and all 1 or 2 yard lines
  • Ex. Using the KC play calling adjustment of +2 (see the Offensive Team Play Calling Adjustment printed on the previous page), 3rd and 9 ((3 x 9) +2 = 29) falls in the Nickel defense range.
  • Ex. Using the KC play calling adjustment of +2, 1st and 10 ((1 x 10) +2 = 12) falls in the Starters defense range.

Defensive Strategy (optional)

You might want to get comfortable with game play before adding these. Depending on what defensive strategy is deployed, it can affect the ratings of both the offensive and defensive players. The Main Game Chart shows the adjustments made to the players' ratings based on what offense was called compared to the defense called.

  • Ex. Offense call: Inside Run. Defense call: Key. All defenders' RD (run defense) ratings increase 2. All offense run block ratings decrease 2.
  • Ex. Offense call: Long Pass. Defense call: Blitz. All defenders' PR (pass rush) ratings increase 3.
  • Ex. Offense call: Quick Pass. Defense call: Man. All defenders' Q (quick pass defense) ratings increase 1. All receivers' catch ratings decrease 1.
  • Ex. Offense call: Inside Run. Defense call: Blitz. All defenders' RD (run defense) ratings decrease 3. All offense run blocking ratings increase 3.

Strategy choices:

  • Run: if a team thinks the offense is going to run the ball, it helps against the run but can hurt on medium and long passes. Nickel or Dime alignment.
  • Run w/correct key: you can pick what runner you think will get the ball, increasing your chances of a stop. Cannot be called with Nickel or Dime alignment.
  • Run w/incorrect key: the defense can choose a run defense and key a player who they think is going to run the ball. If you are incorrect on the ball carrier, you lose any advantage of picking a run. Cannot be called with Nickel or Dime alignment.
  • Man-to-Man Pass: this pass defense is used to stop those quick and short passes. Cannot be called with Run and Short alignment.
  • Zone Pass: this pass defense works in all depths of passes but doesn't help in any one area over another. Cannot be called with Run and Short alignment.
  • Prevent Pass: this pass defense increases your chance of stopping the long pass, but it doesn't stop runs and short passes well. Cannot be called with Run and Short alignment.
  • Blitz: you can choose to send players on a blitz, increasing your chance of putting pressure on the QB, but sending these players can hurt against the run. Cannot be called with Run and Short alignment.
  • Red Zone Inside 20/10: these plays are not called but become automatic in the red zones. All plays are affected by these adjustments along with any other adjustments on defensive play calls.

Offensive and Defensive Solitaire Calls

While game players are more than welcome to call their own plays, a solitaire system can also be used. Even if this is used, you can still go ahead and call your own play if deemed more appropriate.

By rolling the 3d6 before a play, the offense can get their play call and any defensive strategies can be called as well.

It all starts with the way you determined which defensive alignment is on the field, which was explained in the previous section.

Using the card number (1–82) from the previous FAC or flipping a new one can get you the runner/receiver for the play rolled. Just find the player that has that number in their range for the play called.

Time Left and Score Adjustments

As teams pull ahead or fall behind, the suggested defensive alignment number can change. ADD these changes to the down times distance to get the defensive alignment. A team is considered down by the number of scores (equal to points behind divided by 7).

TIME (QRT LEFT)    DOWN BY # OF SCORES
                   1    2     3     4    5
3rd 15-0           0    0    10    20   30
4th 15-10          0   10    20    30   30
4th 10-5          10   20    30    30   30
4th 5-2           20   30    30    30   30
4th 2-0           30   30    30    30   30

The table is the adjustment you make to the play-calling alignment number. If a team is ahead, this number is subtracted, while if behind it is added. The number basically moves you 1 alignment per every 10.

  • Example: Team behind 21-10 (2 scores down). 4th Qtr 2:00 left (plus 30). 2nd down and 7 (2 times 7 = 14). 14 + 30 = 44 falls in the Dime range.
  • Example: Team ahead 35-10 (4 scores ahead). 3rd Qtr 7:00 left (minus 20). 3rd down and 8 (3 times 8 = 24). 24 + (-20) = 4 falls in the Run defense range.
  • Example: Team behind 14-13 (1 score down). 4th Qtr 1:00 left (plus 30). 2nd down and 4 (2 times 4 = 8). 8 + 30 = 38 falls in the Dime defense range.

The alignment ranges are printed as:

Alignment          Down times Distance plus OFF play calling and Score/Time adjustment
                   OFFENSE                DEFENSE
Below 0            Short                  Any 3rd/4th and 1, and all 1 or 2 yard lines
0-9                Run                    9-down
10-19              Starters               10-19
20-29              Nickel                 20-29
30-up              Dime                   30-up

Offensive and Defensive Play Call Roll

Once the alignment is determined, the actual solitaire offensive and defensive play calls are done using 3d6 and looked up on the appropriate matrix.

  • The red die gives you the column for the offensive play.
  • The white die gives you the row for the offensive play.
  • The blue die gives you the defensive strategy. (This is optional, as the game can be played without these.)

Remember, when playing solitaire, use the 1–82 FAC card number from the prior FAC (the FAC currently showing from the last play) to get the runner / receiver.

Play Example 1 (Starters alignment): Roll of 3-4-4. Column 3, row 4 = IR (Inside Right). Blue 4 = Blitz. The prior FAC shows card number 15. That number falls in Holmes' range for inside run.

Play Example 2 (Starters alignment): Roll of 6-3-2. Column 6, row 3 = SP (Short Pass). Blue 2 = Run. The prior FAC shows card number 15. That number falls in Gonzalez' range for short pass.

The excerpts used in these examples are printed as follows. The offensive play-call matrix is the one shown beside the Holmes excerpt; the strategy key lists the labels as printed.

(excerpt from Priest Holmes rushing card)
HOLMES, PRIEST                                  RB
2003 Kansas City                       END:16/1
       INSIDE RUN                          1-67
       1     2       3     4       5      6

(excerpt from Tony Gonzalez receiving card)
GONZALEZ, TONY                                  TE
2003 Kansas City                          END:4/1
  6 SHORT PASS                              1-24

Offensive play-call matrix (red = column, white = row):
       1    2    3    4    5    6
  1    SL   SL   SL   SP   QP   QP
  2    IL   SL   SL   SP   SP   QP
  3    IL   IL   IL   SP   SP   SP
  4    IR   IR   IR   MP   MP   SP
  5    IR   SR   SR   MP   MP   MP
  6    SR   SR   SR   LP   LP   MP

(excerpt from FAC)
15
Sweep Left
Inside Left
Inside Right
Sweep Right
OB

Abbreviations:
SL: Sweep Left        Key: Run w/key
IL: Inside Left       Run: Run defense
IR: Inside Right      No: No strategy
SR: Sweep Right       Blitz: Blitz
QP: Quick Pass        Man: Pass / Man-to-man
SP: Short Pass        Zone: Pass / Zone
MP: Medium Pass       Pre: Pass / Prevent
LP: Long Pass

Strategy Key (as printed): Run  No  Blitz  Man  Zone

The rulebook prints the strategy labels above but does not spell out a full 1–6 blue-die mapping in this extract; the examples show blue 2 = Run and blue 4 = Blitz.

Rule Additions and Optional Rules (January 2006)

The following is the publisher's January 2006 addendum, "Inside Blitz Rule Additions and Optional Rules" (pages 11–16 of the rulebook PDF; also issued as a separate file). Its own introduction follows.

After listening to our customers, we wanted to issue an addendum to the Inside Blitz Rule Book, as well as offer some optional methods of play. The tone of this document will be rather informal, and any options marked as optional is just that; completely optional.

Rule Clarifications

Field Goals

On page 8 of the rule book for field goals it states to add 7 yards to the line of scrimmage to determine the distance. This is a typographical error. It should read, "Remember to add 17 yards from the line of scrimmage for the actual distance of kick."

Also omitted from the Official Rule Book are FG Blocks. Use this rule for blocked FG's: anytime you roll for a field goal, roll 3d6, and if ALL the dice are the same, it is a block.

Blocked Kick Yardage and Returns

When a punt or field goal is blocked, roll 3d6 to get where the ball is recovered and by who. Add the red and white die together to get the distance BEHIND the line of scrimmage where the kick is recovered (for punts add an extra 10).

Use the blue die to determine which team recovers:

  • 1-2: kicking team recovers, no advance.
  • 3-6: defense recovers. Flip a FAC and refer only to the card number. These numbers are from 1-100. Use the MAIN defense chart of a team that has 20 players on it. Give each player a number starting from top to bottom: 1-20, 21-40, 41-60, 61-80 and 81-100. This is the player who recovers the blocked kick. Use the turnover return chart to determine the distance of the return. Return rates depend on the position of the player recovering:
    • DL: 3
    • LB: 6
    • DB: 9

QB Scrambles

Regarding scrambles for zero yards: in the game, all 0 yard scrambles are NOT to be considered sacks. I look at these as the QB scrambling and just getting beyond the original line of scrimmage. For statistical reasons 1/2 yard gains sometimes don't get credit for a 1 yarder. How many times have you seen a 3rd and inches where the plays leading up to this only total 9 yards while the QB sneaks the ball 6 inches and he gets a yard. Consider this a statistical anomaly.

Offensive Lineman Injury Ratings

For the 2004 season, consider all linemen as an injury rating of 1. All other seasons have individual injury ratings for linemen.

Fumbles During Fumble Returns

When a team fumbles and the defense recovers, you flip another FAC to find out who recovered. If you draw another fumble card, you consider this a fumble by the defender running back the fumble. Give all these defensive players an average rating of a 3.

Solitaire System with Injured Players

If the solitaire range points to a player that is hurt, use the same prior FAC that you would have used, but refer to the SEC REC numbers starting with SHORT pass and going down until you get a number that gets you a good player.

Quarterback Fumbles

QB FUM? type fumbles should be returnable on all even numbered fumble checks against the QB's card.

Solitaire Passing and a Shortened Field

When using the Solitaire play calling, convert all Long Passes to Medium Passes at the 15 yard line, and all passes to Short Passes at the 5 yard line.

Optional Punt Return Judgment

On returnable punts inside the 10 (1-9), here is what I do. Depending on the yard line that the ball comes down on, roll what is called a return judgment roll. Roll 2d6 added together, and if the roll is BELOW the yard line, he attempts the return; if equal or higher, he lets it go. If let go, roll 2d6 and add these numbers to the distance of the kick.

EX. Punt carries to the 6 yard line. Judgment roll of 2-5: the return man attempts a return. 6-12: he lets it go. If he let it go, a roll of 6-12 means a touchback, while 2-5 places the ball from the 1-4 yard line.

Free Kicks Following a Safety

After a safety, use your punter from your own 20 yard line. Add 10 yards to the distance for the free kick and add 1 to the coverage rating.

Going for the Sidelines

With less than 5 minutes left in a game, a team may choose to go for the sidelines to stop the clock. As stated in the Official Rule Book, no inside run can go out of bounds. Also, any play that is denoted as normally going OoB is not subject to the following penalties.

  • Running outside: a player is deemed to have gotten OoB on all even rolls of the blue rating check die on a play. Results of S (short gain) or B (breakaway) are halved, as the player gives up yardage to get OoB.
  • Passing: on a completed pass, a player is deemed to have gotten OoB on all even rolls of the blue rating check die on a play. Add one (+1) to all defender ratings for all passes. Subtract one (-1) from all receivers' ratings for all passes.

On any pass play where the player ends OoB using the above rule (even numbered blue die), disregard all M and L results. Instead use these yardages for these passes:

  • Quick and Short: 5 yards.
  • Medium: 12 yards.

All plays that stay in bounds using the above rules (odd numbered blue die), and OoB off the FAC cards, use all M and L results as normal play.

New Team Sack and Interception Ranges

The new ranges are designed as an option for those who want to get more accurate individual performances by players as far as these stats go. Blitz was designed to give accurate team results in this area, but to simplify the defensive substitution patterns in the real NFL, some players won't see enough time to get their opportunities for these plays.

The way the ranges work is simple and should not take much extra game time at all.

Sacks: when a sack occurs due to the pressure of a player who won a rating check, you simply flip the next FAC and use the card number to check the range on the team's SACK RANGE chart for the player getting credit for the sack. Only use the card number of the FAC; disregard all fumble and penalties from this extra FAC.

Top pass rushers will remain just as important in the game, applying the needed pressure that forces a sack. In using this option, it is important to note that the player getting credit for the sack will not always be shown in the defensive alignment on the field. Consider him a sub for one of the regulars and give him a sack.

Interceptions: when an interception occurs due to a player winning a rating check on a possible interception, flip the next FAC and use the card number to check the range on the team's INTERCEPTION RANGE chart for the player intercepting. Only use the card number of the FAC; disregard all fumble and penalties from the extra FAC.

The interception chart is broken up by position. You will check the ranges depending on the position of the player who won the interception rating check in the first place. If the interception was caused by a DB, then check the ranges under DB; LB for LB; DL for DL. Even if in the dime alignment a DB is playing in one of the LB boxes, still check the DB range for the interceptor.

After determining who the player intercepting is, continue with the normal interception process, getting the distance downfield of the pick and any return that is made. Be sure to use the intercepting player's RET rating for all returns.

Optional Hurry-Up Offense and Milk-the-Clock Offense Timing

Some customers have expressed concern with the timing system and number of offensive plays in Inside Blitz. Firstly, let me state the timing system "out of the box" works very well, and is very close to the actual number of plays run in the NFL.

However, having said that, as a gamer, I wanted to replicate the "feel" of an NFL team hurrying at the end of the half, or the end of a game, to mount one last drive. Using the standard method of timing, I personally didn't get that "feel" that I wanted as a gamer. Using this optional system, I not only get the "feel" I was striving for, but it also brings the average number of total plays to within a fraction of real-life counts.

The system works simply, and is easy to implement whether playing the game manually or with the Excel Helper. If you do use this method, it supersedes the Official Timing rules.

With three (3) minutes left in the first half, you have the option of using a "hurry up" mode for either team. Conversely, you also have the option of "milking the clock" for the leading team to run down the clock in the first half.

In the 4th quarter with five (5) minutes remaining, you have the option of using the "hurry up" timing for the trailing team. Conversely, you also have the option of using the "milk the clock" timing method for the team leading. While it's not mandatory, I strongly suggest that if one team is using the "hurry up" timing, the other should use the "milk the clock" timing method.

Both methods only change the timing of the game. Neither method changes offensive or defensive ratings.

Hurry-Up Mode Timing

  • Rushing attempt in bounds: 30 seconds.
  • Rushing attempt out of bounds: 10 seconds.
  • Completed pass in bounds: 20 seconds.
  • Completed pass out of bounds: 10 seconds.
  • Incomplete passes: 10 seconds.

Spiking the ball on the next play makes any in-bounds play 10 seconds. (This is directly contrary to the official rules.)

Time outs bring any in-bounds play to 10 seconds as well. (Again, this is contrary to and supersedes the Official Rules.)

Milk the Clock Mode Timing

  • Rushing attempt in bounds: 40 seconds.
  • Rushing attempt out of bounds: 20 seconds.
  • Completed pass in bounds: 40 seconds.
  • Completed pass out of bounds: 20 seconds.
  • Incomplete passes: 10 seconds.

All inside runs remain in-bounds as the Official Rules state.

Advanced Hurry-Up Method

This is the method that Jeff uses. Use of this system may skew your INT or Sack statistics. DO NOT USE IN CONJUNCTION WITH THE SIDELINE RULE ABOVE.

Throwing for the Sidelines. This is another optional hurry-up method. It can be used in conjunction with the timing above, or by itself, or not at all.

When throwing for the sidelines, any result that doesn't end up out of bounds on the FAC, during a completed pass, will still end the play out of bounds on blue die rolls of 1, 2 and 3. Blue die rolls of 4 result in the play ending in-bounds.

A blue die roll of 5 is an incomplete pass regardless of the normal result. A blue die roll of 6 is a possible interception: check the INT rating of the key defender on the play. If there is no interception, resolve the play as normal. If the pass was completed, the play remains in-bounds.

If the offensive team declares they are throwing for the sidelines, all defensive players add one (1) to their Pass Rush (PR) rating.

Scramble Rule

If during a scramble run an S event is rolled from the QB's scramble section, you will now go to the special QB S section of the lookup chart. This section has yardages broken down like any other run play with High/Low yardages.

Rolling 3d6, use the red and white combined to get a number from 11-66, and the blue die will be used for a rating check. Using the upturned FAC, check the SP section to find the key player whose RUN rating (no adjustments for strategy) will be checked. If the rating check roll is less than or equal to the RD of the key defender (found from the SP section of the FAC), the defender was successful at stopping the play for the shorter yardage. Otherwise the higher yardage is used.

***This is ONLY used on S events from the SCRAMBLE section of the QB card. Any S result coming from the QB's RUN section is treated as before.

  • Going for the Sidelines
  • New Team Sack and Interception Ranges
  • Optional Hurry-Up Offense and Milk-the-Clock Offense Timing
    • Hurry-Up Mode Timing
    • Milk the Clock Mode Timing
    • Advanced Hurry-Up Method
  • Scramble Rule
  • SC: on a QB card means the QB scrambles.
  • R: on a QB card means possible completion; check receiver's rating.
  • RD: run defense rate for defenders.
  • Q: quick pass rate for defenders.
  • S: short pass rate for defenders.
  • M: medium pass rate for defenders.
  • L: long pass rate for defenders.
  • PR: pass rush rate for defenders.
  • INT: interception rate for defenders.
  • RET: interception return rate for defenders.
  • Defensive forced fumble rating (printed as FF RATE), defensive fumble lost range (printed as DEF FR) and defensive penalty rating (printed as DEF PEN) are shown on the defensive chart.