RulesPal
Chat
Rulebook
Pizza Box Football Expansion thumbnail

Pizza Box Football Expansion

Expansion for Pizza Box Football

Pizza Box Football Expansion Rulebook

Table of Contents

Table of Contents

  • Introduction
    • What's New
    • Contents
  • Rules of Play / Expansion Play Sequence
    • Expansion Play Sequence Card
    • Advantage Chart
    • Defense Effect Roll by Advantage
  • Rules of Play — Teams
    • Offense
    • Defense
      • Applying Defense Strengths (Rating: 3)
      • Applying Defense Weaknesses (Rating: 1)

Introduction

We create expansions for Pizza Box Football that are different every year. This game builds upon cards and rules contained in Pizza Box Football. Therefore, it does not contain the rules for playing Pizza Box Football, cards for special teams plays, etc. You may purchase a copy of Pizza Box Football at your local store or at www.PizzaBoxFootball.com.

What's New

Expanded Strategy. We've expanded the strategy of Pizza Box Football by making available 3 special offense plays and 3 special defense plays:

  • New Offense Plays: Draw, Screen Pass and Play Action
  • New Defense Plays: Run Blitz, Route Jump and QB Blitz

You can play the expanded game with or without these special calls. You and your opponent should agree upon which plays to use before you begin.

32 Teams. We've also included 32 different team cards, so you can play for your favorite. These teams have different strengths and weaknesses. We update teams every year, so be sure to look for next year's edition.

Contents

2 Expansion Play Sequence Cards, 16 Team Cards (with 32 teams), Instructions, small gray die, additional team pegs.

Rules of Play / Expansion Play Sequence

Play per the rules of Pizza Box Football. All plays may be used in all game options (Red Zone Shootout, Backyard Brawl, Smashmouth Full Game or Professional Full Game). Track all yards and time units per the rules of Pizza Box Football. Incorporate any Free Downloads (e.g., Goal Line Defense, Long Pass Bomb Play, Home Field Advantage, etc.) per agreement between the players.

Use the new Expansion Play Sequence Card and follow the same play sequence (1-6) as Pizza Box Football. The expanded Advantage Chart uses a lookup chart that indicates which column you will read for your Defense Effect roll in Step 3.

Expansion Play Sequence Card

The card's header reads: "Follow the standard play sequence, selecting plays from the Play Calls in Steps 1-3. Refer to the team-card icon or your team card for 4-6."

1. Defense Play Call (Hide in Hand). To call Defense Play, Defense hides a red, yellow or green play calling die along with either a die marked □ or a die marked ■ (the card's two symbols; the expansion's small gray die is one of these). Defense selects 1 of 6 plays:

  • RUN (red + white)
  • SHORT PASS (yellow + white)
  • LONG PASS (green + white)
  • RUN BLITZ (red + black)
  • ROUTE JUMP (yellow + black)
  • QB BLITZ (green + black)

2. Offense Play Call (Say Out Loud). Offense makes 1 of the following 6 play calls out loud:

  • Run plays: RUN, DRAW
  • Short Pass plays: SHORT PASS, SCREEN PASS
  • Long Pass plays: LONG PASS, PLAY ACTION

3. Defense Effect Roll. Defense shows hidden dice to reveal Play Call. Compare Defense Play Call vs. Offense Play Call in the Advantage Chart. Read the advantage symbol in the chart. Use this advantage symbol to read which column to use for the Defense Effect roll. Defense rolls both dice for Defense Effect (add for results 2-12). Apply Defense Effect, if any, in Steps 4 and 5.

4. Offense Play Roll. Offense rolls three dice marked ■. Read play result on the team-card icon (or team card). Apply any Defense Effect (-2, -1, none, +1, or +2) from Step 3.

5. Offense Play Roll. Offense rolls for gain (or loss). Apply any Defense Effect (none, [B!] or [B/]) from Step 3.

6. Record Play on Board. Move markers on game board for yards, down and time. Begin next play.

Advantage Chart

Find the Defense Play Call in the left column and the Offense Play Call across the top. The cell gives the advantage created. Below, each cell's shading is shown as Defense Advantage (D), None (N) or Offense Advantage (O). Each cell also carries a small bar icon that tells you which column of the Defense Effect Roll by Advantage table to use; those per-cell bar icons are not reproduced in this text, so read them from the card itself.

Defense Play Call \ Offense Play CallRUNSHORT PASSLONG PASSDRAWSCREEN PASSPLAY ACTION
Run (red + white)DNODNO
Short Pass (yellow + white)ODNODN
Long Pass (green + white)OODOOD
Run Blitz (red + black)D
  • Defense Advantages (D): the defense has gained an advantage.
  • None (N): no advantage for either side.
  • Offense Advantages (O): the offense has gained an advantage.

Defense Effect Roll by Advantage

Read the Defense Effect column that matches the bar icon of the advantage cell from Step 3. Find the result of the Step 4 (offense play) roll in the left or right column (2-12). The entry is the Defense Effect applied in Steps 4 and 5.

The table columns are headed by bar icons, shown above as D (dark background), None (grey background) and O (white background), with the number of bars as printed. Read the column whose header icon matches the cell's bar icon.

RollD (3 bars)D (2 bars)D (1 bar)NoneO (1 bar)O (2 bars)O (3 bars)Roll
2+1+1+1+1+2+2+22
3nonenonenone+1+1&[B!]+2+23
4nonenonenone

Key to symbols on the card:

  • [B!] is the boxed-B-with-exclamation symbol.
  • [B/] is the boxed-B-with-slash symbol.
  • none means no Defense Effect is applied for that step.

As printed on the card, the numeric Defense Effects (-2, -1, none, +1, +2) are applied in Step 4, and the [B!], [B/] or none entries are applied in Step 5. The printed Expansion Instructions do not define the [B!] and [B/] symbols in words; they are reproduced as printed.

Rules of Play — Teams

The Expansion includes 32 team cards with varying strengths and weaknesses. You no longer need to use the standard card shown by the team-card icon for Play Sequence Steps 4-6. If you and your opponent would prefer to play with the standard strength teams, use that card. Standard strength teams will use standard strength defense rolls (described in Defense below).

Offense

The 32 team cards have varying offense strengths and weaknesses for Run, Short Pass, Long Pass and Mishap. Team strengths and weaknesses are rated on a scale of 1 (poor) to 3 (exceptional).

Defense

The 32 team cards also have varying defense strengths and weaknesses for Run / Run Blitz, Short Pass / Route Jump, and Long Pass / QB Blitz. Team strengths and weaknesses are rated on a scale of 1 (poor) to 3 (exceptional).

Standard strength defenses are rated 2 and are always rolled (2-12) as called. How to apply strengths and weaknesses is described on each team's card and in more detail below.

Applying Defense Strengths (Rating: 3)

Defense strengths factor into the Defense Effect roll only once the defense has created an advantage vs. the Offense during the Play Call. A defense player who has gained such an advantage will roll the extra die in addition to the play call dice.

When a defense player having a Long Pass / QB Blitz rating of 3 selects Long Pass against an Offense Long Pass call, the defense player gains an advantage. Therefore he will roll an extra die along with Long Pass's die and read the higher roll of the two dice, adding the higher die to his strength to get his result (2-12) for the Defense Effect roll.

For example: a roll of green 5, white 2, and gray 4 would earn a result of 5 + 4 = 9.

Applying Defense Weaknesses (Rating: 1)

Defense weaknesses similarly factor into the Defense Effect roll only once the defense has created an advantage vs. the Offense during the Play Call. (A poor defense will have a tougher time making use of its strategic advantage.)

When a defense player having a Long Pass / QB Blitz rating of 1 selects Long Pass against an Offense Long Pass call, the defense player will still gain an advantage. However, he must roll an extra die along with Long Pass's die and read the lower roll of the two dice, adding this to his strength to get his result (2-12) for the Defense Effect roll.

For example: a roll of green 5, white 2, and gray 4 would earn a result of 5 + 2 = 7.

O
O
D
N
O
Route Jump (yellow + black)ODOODN
QB Blitz (green + black)OODOOD
[B!]
+1
+1&[B!]
+1&[B!]
4
5nonenonenonenone+1+1+1&[B!]5
6[B/]nonenonenone[B!]+1+16
7-1[B/]nonenonenone[B!]+17
8-1-1[B/]nonenonenone[B!]8
9-1&[B/]-1-1nonenonenonenone9
10-1&[B/]-1&[B/]-1[B/]nonenonenone10
11-2-2-1&[B/]-1nonenonenone11
12-2-2-2-1-1-1-112