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Third and Long: The Football Card Game

Third and Long: The Football Card Game Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Game Setup
  • Game Play
  • Scoring
  • Game Duration
  • Other Key Rules
  • Game-Play Strategies
  • Glossary

Introduction

Third and Long is a football card game in which two coaches from opposing teams acquire their players, grab their playbooks and face off for gridiron glory.

Game Pieces

Third and Long includes the following game pieces:

  • 15 Player cards
  • 60 Action cards
  • 9 Offensive Play Call cards
  • 6 Defensive Play Call cards

Object of the Game

You win if you score more points than your opponent before time runs out. Scoring is handled like in a real game of football: teams can score a touchdown, field goal, extra point, two-point conversion, or safety.

Important Game Concepts

Third and Long simulates a game of football. Opposing coaches take turns on offense and defense: one attempts to drive the length of the field and score -- the other tries to stop the drive. Each coach calls plays to take advantage of their team's strengths or the opposing team's weaknesses.

Third and Long does not do the following:

  • Track field position or down and distance
  • Determine the exact amount of time left on the clock
  • Model every player on the field

The Players

The game focuses on the star players. All 11 players are assumed to be present on the field for every play, but coaches only have Player cards representing the team's very best on offense and/or defense.

Key Moments

The game is broken down into a series of drives. Each drive is made up of a series of key moments. Rather than recreating every play in a football game, Third and Long focuses on the key moments in a given drive that determine success or failure. The number of key moments in a particular drive is determined randomly. If the offense can win this predetermined number of plays in a row, they will score. If the defense stops them at any time, the offense stalls and will likely punt.

The Action Deck

During the game, both coaches will make use of a shared deck of cards call the Action Deck. The Action Deck has many roles: it provides each coach with Action Cards to use to influence the game, it acts as a random number generator to add an element of unpredictability and it acts as the game clock. When the Action Deck runs out of cards, the current quarter comes to an end.

The Plays

For each key moment, a play occurs. Every play is an opportunity for the offense to continue the drive and for the defense to stop them. To execute a play, both coaches select a Play Call card in secret, and reveal them at the same time. A play is a specific personnel matchup, determined by the interaction between the Offensive and Defensive Play Call cards.

Third and Long has separate decks of Offensive and Defensive Play Call cards which both coaches share. Coaches will alternate playing offense and defense as the game progresses; when the time comes to switch sides, the play decks are swapped as well. Third and Long does not include a special teams play deck, nor any star special teams players. The activities of the special teams are modeled in other ways, including through the use of special cards in the Action deck.

During a play, both coaches work together to generate a sum called the play total. At the end of the play, the play total is compared to a target number. If the play total is greater than the target number, the offense wins. If the play total is equal to the target number, the result is a tie. Finally, if the play total is less than the target number, the defense wins.

Game Setup

Acquiring Players

The first step in preparing to play a game of Third and Long is for both coaches to form a team of star players. There are two ways to accomplish this task: choosing an pre-built team or drafting a fantasy team.

Player Attributes

Each player has three specific attributes: Speed, Tackling and Instincts. How these values are used in the game is explained later. For now, just know that the offensive players have positive attributes (between +1 and +3; with +3 being the best) and the defensive players have negative attributes (between -1 and -3; with -3 being the best).

The Player card shows the player's Position and Name, the Player's Team, the Player's Salary, and the Player's Attributes.

Player Positions

The player positions available in this set are: quarterback (QB), running back (RB), wide receiver (WR), linebacker (LB), cornerback (CB), and safety (S). Teams can have only one star at each of these player positions.

Option 1: Choose a Team

Third and Long includes three complete pre-built teams. Each is a member of the fictitious PFL, or "Professional Football League". In the Western Division we have the Mandan Rodeo (Mandan, ND) and their rivals the Billings Buffalo (Billings, MT). In the Eastern Division we have the Augusta Mariners (Augusta, ME). Each team has slightly different strengths and weaknesses.

Stay tuned for future expansions to the Third and Long game which will introduce the other teams and players from the PFL.

Option 2: Draft Your Team

Spread Player cards out on the playing surface. Flip a coin to see who chooses the first player. Coaches alternately pick players until their teams are complete or they have met the salary cap.

Salary Caps

The salary cap is $15 million. The cost for a given player can be found on the player's card. The maximum number of players a team can field is six; three stars on offense and three stars on defense (up to one player at each position).

Once both teams have finished selecting players, set the remaining Player cards off to the side, out of play.

Building Your Team

Teams can vary greatly in composition: one coach might choose five moderately priced players; another coach might go for three expensive superstars. As in real life, the greater the skill of the player, the more expensive their contract.

Remember, coaches are not trying to fill an entire roster. The cards represent only the star players.

Get Paper & Pencil

Use a piece of paper to keep track of the quarter, the score and remaining Time-Outs and Challenges. Each coach gets three Time-Outs and two Challenges to start the game. The in-game effects of each are explained later.

Shuffle the Action Deck

The 60 card Action Deck will be used by both coaches throughout the game. The Action Cards will:

  • Influence the outcome of a play
  • Generate random numbers
  • Act as place holders
  • Serve as the game clock (when the Action Decks runs out, the current quarter ends)

Draw Action Cards

Both coaches draw seven cards from the Action deck to form a hand, starting with the offense. Both coaches will draw one card after each play and one additional card after each drive. Bonus card draws may be earned after big plays and special events (see Momentum, p29).

The Coin Toss

Determine which team is the visiting team. Flip a coin. The visiting team calls it in the air. The winner of the coin flip decides whether to start on offense or defense. Give the deck of Offensive Play cards to the coach on offense and the deck of Defensive Play cards to the coach on defense. The team that kicks off to start the first half receives the ball to start the second half.

Players take the Field

The coach on offense places their offensive players (if any) in front of them on the field. The defensive players are set off to the side (on the bench). The coach on defense does the opposite.

Kick Off!

Proceed to the Game Play (p10) section for more details.

Game Play

1. Determine Drive Length

The coach on offense flips over the top card of the Action Deck. The random number in the upper right-hand corner determines how many key moments there will be in the upcoming drive. The number of key moments determines the length of the drive. Draw that number of Action cards and set them, face down, off to the side. These cards will act as place holders to track the progress of the team on offense. Discard the Action card used to determine the drive length.

2. Choose Play Calls

Both coaches look through their respective Offensive or Defensive Play Call decks and select a card. These cards are chosen in secret, and revealed at the same time.

Offensive Play Call

There are three general types of Offensive Play Call available in Third and Long: Run, Short Pass, and Long Pass. Each Offensive Play Call spells out which offensive and defensive player attributes to use in calculating a play total.

Defensive Play Call

Defender star players are each assigned to cover a section of the field; they are not assigned to cover a specific offensive player. In Third and Long, Defensive Play Calls also take a guess as to which type of play the offense is going to attempt. This guess is called the defensive focus of the play. The defensive focus is indicated by a color code in the field location boxes. The defensive focus of the "Flat Zone" play is "Short Pass", for instance. If the "Flat Zone" defense is called and the offensive coach happens to attempt a short pass, the defense has guessed correctly.

3. Determine Target Number/Matchups

When the coaches reveal their selections, the Offensive and Defensive Play Call cards are lined up in the middle of the playing surface. Once lined up, the defensive focus is compared to the Offensive Play Call. It has to be determined whether or not the defenders' coverage gamble has paid off.

Target Number

Notice that the Offensive Play Call has an arrow along the top of the card. This arrow represents which field location the offense is attacking. The arrow lines up with the color-coded location boxes along the top of the Defensive Play Call card. If the Offensive Play Call arrow points to a green box, the offense has caught the defense off-guard, and the offense has the advantage for this play. If the arrow points to a red box, the defense has correctly anticipated the play and the situation is reversed: the defense has the advantage. Finally, if the arrow points to a yellow box, neither side has the advantage. The color determines the target number for the play: Green = 2, Yellow = 3, Red = 4.

Personnel Matchup

The personnel matchup is determined by the arrow on the Offensive Play Call card. This arrow points to a specific box on the defensive card. Listed in each box is the defensive player responsible for guarding that area of the field.

If the box on the Defensive Play Call card corresponds to a position for which the defending coach has no star player, then the position is filled by an average player and a "zero" is used for the defensive attribute value.

Attribute Matchup

Once the two players involved in a given play have been identified, the next step is to find out which player attributes are being compared.

The Offensive Play Call card specifies the two attributes to be used for this play. The "Inside Trap" Offensive Play Call, for example, states that the running back's (RB) Speed attribute should be compared to the defender's Speed attribute. Which specific defender's Speed attribute is used? The defender determined by the Personnel Matchup section, of course! (see above).

4. Take the Snap, Calculate Play Total

After the Offensive and Defensive Play Calls are revealed, the coach on offense may go ahead with the play by flipping over the top card on the Action Deck. This is called "taking the snap", and the card flipped over in this way is called the snap card. The snap card is used to generate a random number (found in the upper right hand corner of all Action cards).

Start the Play

If the offense snaps the ball, then the play begins. The random number in the upper right-hand corner of the snap card is used to form a pile.

Play Total

The play total is the sum of the snap card's random number plus the offensive player's attribute score minus the defending player's attribute score. Both player attributes are called out on the Offensive Play Call card.

Creating the Pile

The cards added together to arrive at the Play Total are layered atop one another to form the beginnings of the pile.

Example: Here are the beginnings of a pile (on the left). The bottom-most card on the pile is the random number from the snap card (a "3", in this case), placed sideways. Next is the offensive player card, rotated as necessary so that the relevant attribute (RB Power here) is lined up with the snap card's random number. The third card is the defending player (a LB in this case), aligned so his relevant attribute (Tackling in this example) lines up with the other two numbers. These three numbers form the initial play total of 5 (i.e. 3 + 3 - 1 = 5). If nothing else were to happen, the Offense would win this play, since the target number is a 2 (because the arrow on the Offensive Play Call points to green).

5. Use Action Cards, Finalize Play

Action Cards can only be used after the snap and before the whistle. Action Cards come in three basic varieties: Modifiers, Game Breaks, and Big Plays.

Modifiers

These cards have modifiers which add to or subtract from the play total. Modifier cards are specific to offense or defense. When a coach is on offense, they will want to use positive modifiers to increase the play total. The opposite is true for the coach on defense.

Modifiers are stacked on top of the pile, as shown below.

Example: Here the pile from the previous example has been added to using Modifier type Action cards. The play total right now stands at 1 (i.e. 3 + 3 - 1 - 1 - 3 = 1). This is less than the required target number of 2. If the Offensive coach doesn't do something, they'll lose!

Game Breaks

This type of Action card makes something happen -- either a penalty flag or an injury to a player. The game effects of these cards are described on the cards themselves. See the glossary for more information.

Big Plays

This type of Action card represents a game-changing situation. Big Play cards raise the stakes for a given play. Normally, each play represents a single key moment in a drive. The prize if the offense wins is simply to remove one of the key moment place holder cards and have the drive continue. If a Big Play card is played, however, the consequences of winning are different, as listed on the card.

Some Big Play cards are chances for a turnover. There are two turnover-type Big Plays in the Action Deck: a fumble card and an interception card. Playing either turnover-type Big Play card temporarily interrupts the normal flow of modifying the play total. Off to the side of the current play, a Turnover Check is made.

Shown below are examples of each Action card type.

Play to the Whistle

If the play total is greater than the target number, the offense will win the play and the drive will continue. If the target number is larger, the drive will be stopped.

After the initial play total is calculated, both coaches may use any number of Action cards from their hands to modify the results of the play. These cards represent the actions of the players on the field and can be played freely after the snap, by either side. Once both sides are done using as many Action cards as they'd like, the outcome of the play is finalized (i.e. the Ref blows the whistle).

If either coach doesn't like the final outcome of a particular play, they may challenge the ruling on the field. This causes a given play to be "reviewed" (i.e. replayed).

See the Challenge a Play (p26) section for details.

6. Determine Play Outcome

After each coach is done using Action cards from their hand to modify the current play, the play is finalized. If the play total is equal to the target number, the result is inconclusive. The offensive drive continues, but no key moment placeholder card is removed. If the play total is greater than the target number, then the offensive drive continues. The coach on offense discards one Key Moment place holder card and both coaches proceed to choosing the next play. When the last Key Moment is removed, the offense has scored.

See the Scoring (p19) for details.

If the final play total is less than the target number, the defense has stopped the drive cold. The offense is considered to be on fourth down.

See End of Drive (p27).

Scoring

Offensive Scoring

If the offense successfully wins the last key moment play in a drive, they score. Flip over the top card in the Action Deck and look in the upper left hand corner to see whether a touchdown (6 points) or field goal (3 points) was scored. Discard the Action card flipped in this way. In the case of a touchdown, the offense must also attempt either the extra point or the two-point conversion.

(Note: The offensive coach draws a momentum bonus Action card for scoring a touchdown.)

Don't Want to "Settle" for a Field Goal?

The type of scoring opportunity occurring after a successful offensive drive is determined randomly. Most of the time, coaches will be happy to take whatever points they can get. Sometimes however, the three points from a Field Goal are not enough to matter to the outcome of the game. In these cases, the offense may choose to "Go For It!" -- attempting to get a TD instead of the FG.

If a coach has completed a drive and will score, and the scoring card was a FG instead of the desired TD, they can declare that they are "Going For It". This situation is treated just like a Fourth Down Conversion (p27). A single play is run; if the Defense wins, the drive is over and no points are scored! If the Offense wins, they earn the right to flip over another scoring card from the Action deck.

(Note: What if a coach "Goes For It!", wins the play, flips a new scoring card and the second result is also a Field Goal? In this case, they can accept the second result, or bravely attempt the process again!)

Extra point

After a touchdown, flip over another card from the Action Deck. Extra points are almost automatic. If the random number in the upper right-hand corner is a 1, the defensive coach gets a chance to block the kick (or simply make the kicker miss), by flipping over the next card from the Action Deck. If the random number on this second card is also a 1 (less than a 1% chance), then the kick is no good. Discard any Action cards flipped in this way.

If the extra point attempt is successful, 1 point is added to the offensive team's score.

Two-Point Conversion

Coaches are assumed to be kicking the extra point after scoring a touchdown. In order to try for a two-point conversion instead, the coach must declare they are "going for two" before they flip over the post-touchdown Action card (the extra point card).

The two-point conversion attempt is a single play. Both offense and defense choose Play Calls as normal. The offensive coach takes the snap and both sides can modify the play total as normal. If the offense wins, the conversion is successful and 2 points are added to the offensive team's score. If the defense wins or ties, the conversion attempt is no good.

(Note: If the two-point conversion is good, the offensive coach draws a second bonus Action card, in addition to the bonus card from the touchdown).

Defensive Scoring

Turnover Return for a TD

There is a chance that the defense may be able to score after a turnover occurs. If the defending player is successful in winning a turnover check they may immediately use the Big Play card "He Breaks Loose!" from their hand. In this case, the defensive coach who took the ball away flips over an Action card (just like taking a snap) and both coaches may use as many modifiers as desired from their hands. This attempt to score is like a mini-drive with only one key moment and no Play Call and no specific players involved. In this case, the player on defense (who now has possession of the ball) will be considered to be on offense when it comes to which type of Modifier Action cards are used to modify the play total. Similarly, the team who is on offense (who just lost the ball) will be considered to be on defense for this play. The target number for a turnover return attempt is 2.

If the final play total is 3 or higher, the defense has scored a touchdown! Resolve the extra point or two-point conversion as normal and continue with the standard Change of Possession (p27).

Even if the defense does not manage to score a touchdown, they still have the ball. Coaches will switch sides and play will proceed from the Determine Drive Length (p10) section.

(Note: A turnover return play is always for a TD only: the returning team cannot score a FG on such a play).

Safety

A safety is a rare but devastating result for the offense. The "Safety" Big Play card can only be used during the first key moment of an offensive drive. If the defense wins this key moment, then the ball carrier has been tackled in his own end zone, and a Safety has occurred. The defense scores two points AND the offensive team must punt the ball away. Ouch!

Game Duration

Game Clock

In this game, the clock is represented by the pile of cards forming the Action Deck. When this deck runs out the current quarter comes to an end.

The exact timing of the quarter's end deserves a bit more discussion. In general, if enough cards are left in the Action Deck for the offensive coach to be able to flip over a snap card, then the current play may be run as normal (as time expires!). This means enough cards must remain in the deck to allow for: bonus Action cards to be drawn as a result of the previous play (if applicable) as well as the normal two cards per coach after every drive, plus the single card flipped over to determine drive length, plus the normal card draws used for key moment place-holders plus at least one more card for the snap! If the Action Deck runs out before all of these required cards can be drawn, the quarter ends before the play can be started.

If you make it past flipping over the snap card before the Action Deck is empty, the play still occurs. After the current play is completed, the quarter runs out as normal unless a coach calls a Time-Out.

The effect of a Time-Out in this case is to buy 'one more play'. Multiple Time-Outs may be called in a row in order to buy multiple plays after the quarter should have ended. In these cases, shuffle the discard pile (if necessary) to provide a temporary Action Deck. Similarly, if the offense completes a drive and no cards remain in the Action Deck for scoring, simply shuffle the discard pile to allow for the normal end of drive activities.

End of Quarter

At the end of each quarter of play the discard pile is shuffled to re-form the Action Deck. Coaches keep the Action cards in their hands when going from the first to the second quarter and the third to the fourth quarter. All Action cards are discarded at halftime (and at the end of the fourth quarter).

When the Action Deck runs out, the quarter ends once the current play is completed. This, of course, may interrupt an offensive drive if it is halftime or the end of the game. The transition from first to second quarter and third to fourth quarter is seamless from the perspective of the ongoing offensive drive. See Game Clock (p23) for more info.

End of Half

At the end of the first half of play (the end of the second quarter), each coach discards all Action cards from their hand and the entire discard pile is then shuffled to re-form the Action Deck. Each coach also gets all three Time-Outs back. Used Challenges are not recovered. The team who started the game with possession of the ball kicks off.

End of Game

At the end of the second half of play (the end of the fourth quarter), the game is over. Each coach discards their entire hand. If the score is tied, a sudden death overtime period is played. Shuffle the discard pile to re-form the Action Deck and give each coach seven Action cards to form a new hand and two Time-Outs (no Challenges). The first team to score is the winner of the game. Flip a coin (visiting team calls it in the air) to see who gets the ball first.

Other Key Rules

Challenge, Challenge a Play

Each coach starts the game with two opportunities to challenge the ruling of the referees. Challenges may be used only after the whistle, to review the call on the field (i.e. redo the finalized results of a play). In order to play a Challenge, the coach must have a Time-Out remaining, as they will lose a Time-Out if the challenge fails.

During a challenge in Third and Long, the coaches will calculate a new play total in order to "review the play". To execute the challenge: keep both the Offensive and Defensive Play Call cards in place but discard all modifier Action cards played thus far and the original Action card used for the snap. Any Big Play cards used during the original play are still in effect for the challenge. The offensive player then flips over a new snap card from the Action Deck and a new pile is created. Each coach is again free to use new modifier Action cards from their hands. Once the whistle blows, the new finalized result of the play is compared to the original finalized result.

Note: all variable events during the play (snap card, turnover check, Action cards) are re-done during a challenge.

If the same winner is determined, the ruling on the field stands and the challenging coach loses a Time-Out. Play continues.

If a different winner is determined, then the original ruling on the field is overturned, and the new results are applied. The Challenge is considered spent, but the challenging coach does not lose a Time-Out. Play continues with the new result in place.

Change of Possession

A change of possession occurs when the ball changes hands due to a turnover, the a halted drive, the half ends or a team scores. In these cases, the coach whose team scored or lost the ball will normally switch over to playing defense and vice versa.

End of Drive

In most cases, when a drive is halted, the offense will elect to punt the ball away. In this case, discard all remaining key moment placeholder cards and proceed to Change of Possession (p27).

Fourth Down Conversion Attempt

Sometimes desperation takes hold and the offense will elect to "go for it" on fourth down. In this case, both teams choose play calls and run a single play. The offensive coach takes the snap and both sides can modify the play total as normal.

SUCCESS: If the offense wins, they make a first down. However, no key moment placeholder card is removed upon a successful fourth down conversion! The only reward for the desperate gamble is the ability to continue the drive. Go back to the Choose a Play step and proceed as normal.

FAILURE: If the defense wins, OR if the result is inconclusive, the conversion attempt fails and a turnover on downs occurs. The defending team will get better field position than otherwise possible. When determining the new drive length flip over an Action card as normal but subtract one key moment from the drive length (to a minimum of one key moment). This effect makes it more likely that the new team on offense will be able to score. The defensive coach also draws a momentum bonus Action card for stopping a fourth down conversion.

Kick the Ball Away, Kick-Off

A kick-off occurs when the ball changes possession after one team scores or at the beginning of a half. The coach going on offense brings their offensive players out onto the field, placing their defensive players on the sideline. The coach going onto defense does the opposite. The Offensive and Defensive Play decks are also swapped (as needed) between coaches.

At the end of every drive, successful or not, each coach draws two cards from the Action deck, and play continues from the Determine Drive Length (p10) step.

Momentum

Football is an emotional game, where success can breed more success (and so with failure). To represent this, coaches gain bonus Action cards for various events on the field, as shown below.

Score a Bonus Action card when you: Score a TD, score a 2-pt Conversion, force a turnover, stop a 4th Down Conversion, Recover On-Side kick

On-Side Kick

The on-side kick is a low percentage play in which the team that is supposed to kick off attempts to recover the ball for themselves. If the kicking coach elects to try the on-side kick, flip over the top Action card in the deck. If the random number is a "1" or a "5" (20% chance), then the kicking team has recovered the ball! The kicking team draws a momentum bonus Action card, and play continues from the Determine Drive Length step. If the random number is a "2", "3", or "4" (80% chance), the receiving team has recovered the kick, and they will get better field position than otherwise possible. To simulate this, when determining the new drive length draw an Action card as normal but subtract one key moment from the drive length (to a minimum of one key moment). This effect makes it more likely that the new team on offense will be able to score.

Time-Outs

Each coach gets three Time-Outs per half (or two for each overtime quarter). Time-Outs are generally called in response to four different situations:

  1. Avoid a Bad Matchup: Just after plays are compared, but before the ball is snapped, a Time-Out may be called by either coach. This allows both players to choose a new play.
  2. Extend the Quarter: When time runs out on a quarter (or game), a coach can spend a Time-Out to get one more play in before time expires. Multiple Time-Outs can be called in a row to accomplish multiple plays in a row. Re-shuffle the action deck if necessary to accommodate these extra plays. See Game Clock (p23).
  3. Failed Challenge: If a coach calls a Challenge and the ruling on the field is not overturned, then the coach is charged a Time-Out. See Challenge the Play (p26).
  4. Desperate for Action Cards: A coach may decide to call a Time-Out in an attempt to get needed Action cards into their hand. In this case, the coach lays their entire hand face down on the table, showing their opponent how many cards they have. These cards are then shuffled into the Action Deck, and the coach re-draws the same number of cards they originally had, forming a fresh hand. This is an "All or Nothing" proposition, the entire hand must be refreshed at once. Coaches may choose to refresh their hand in this way any time they call a Time-Out.

(Note: the coach calling the Time-Out is the only one eligible to refresh their hand).

Turnover Check

A Turnover Check does not change the play total calculation in any way. Turnover Checks occur separately from the play, off to the side. Each player flips over a card from the Action Deck, starting with the player who played the turnover card. The random number in the upper right-hand corner of each card is compared: if the defensive coach's number is higher, a fumble has been recovered by the defense and the offensive drive is over. If the numbers are equal or the offensive coach's number is higher there was no turnover and the play continues as normal. Both coaches discard the Action cards used for the Turnover Check.

No modifier Action cards may be played from either coach's hand to influence the results of a turnover check, but the turnover check itself may be Challenged. In this case, redo the flipping of the Turnover Check Action card and re-compute whether the turnover occurred.

A Penalty or Personal Foul card played after a successful turnover negates the turnover (i.e. the defense was cheating on the play).

In rare and lucky cases, a turnover may lead to a defensive touchdown. See Defensive Scoring (p21).

Game-Play Strategies

Players/Play Calls

The players you choose will be instrumental in determining which plays are most likely to succeed. Your opponent will realize this and act to neutralize your advantages. As in real life, the best bet is to mix up the play calling in order to keep your opponent off guard. Remember that you can always call a play which uses positions you do not have a player card for… the attributes called for by the Offensive Play will be zero in this case, but sometimes it is worth the risk to keep your opponent guessing.

Playing Modifier Action Cards

As a defensive coach it is usually desirable to make the offense work for every play by using your modifier cards whenever possible. Another good strategy, however, is to conserve the Action cards in your hand, especially at the beginning of a long offensive drive (3 or more key moments). This way, you have a few chances to get lucky with the random number on the snap card and wind up halting the drive without playing any Action cards at all.

Remember: As halftime approaches you should work to use all of the Action cards in your hand, as they will otherwise be discarded at the end of the second quarter.

Defensive Players & Defensive Focus

If you have only one or two defensive players on the field, you have a choice to make. Do you call a defensive play call that accentuates your strengths, or covers up your weaknesses? Namely, the combination of color code and player position allows for a number of different strategies. Perhaps you make sure the green field location always has a star player guarding it, relying on the higher target numbers of the yellow and red locations to partially make up for the lack of a star player in those spots. At times it may be desirable to stack the defense; i.e. place your only player(s) in the red or yellow locations to maximize the headaches for the offense. This could derail even a great offensive drive if you guess correctly as to which play they'll run. Guess wrong, and you will be giving up a big play!

Glossary

Accuracy

A QB attribute representing the hand-eye coordination required to throw the ball precisely and hit receivers in stride.

Agility

A WR attribute representing control of one's body while running, covers precise route running and changes of direction.

Arm

A QB attribute representing the arm strength required to throw the ball deep down the field or to complete quick passes.

Attribute Matchup

The interaction between the Offensive and Defensive Play Call cards will dictate which player attributes to use in computing play totals. This is referred to as the Attribute Matchup.

Big Play

A type of Action card that, when used, makes something exciting happen. Big Play cards change the stakes for winning a given play. Scoring a touchdown regardless of the number of key moments remaining or causing a Safety are examples.

CB

Cornerback, one of the three defensive positions in Third and Long.

Defensive Focus

The color-coded feature of a Defensive Play Call. The colors correspond to the target numbers for offensive success. Green = 2, Yellow = 3, Red = 4.

Drive

Also called an "Offensive Drive", a drive is a collection of key moments with one team playing offense and the other playing defense.

Extra Point

One of the ways a team may score. An extra point is worth 1 point. An extra point attempt is made after scoring a touchdown.

Field Goal

One of the ways a team on offense may score. A field goal is worth 3 points.

Fourth Down

Fourth Down occurs when the offense loses a given play. When a fourth down occurs, the offensive coach has to punt the ball away or go for it on fourth down.

Fourth Down Conversion

A fourth down conversion is an attempt to keep the current drive alive. If the conversion is successful, the drive continues. If not, the drive ends and the other team gets a favorable field position.

Fumble

A fumble is a type of potential turnover in which the ballcarrier drops the ball. If the Turnover Check is successful, it is assumed that the defense recovered it.

Game Break

A type of Action card that, when used, makes something happen to interrupt the flow of the game. A penalty and an injury to a player are examples.

Game Clock

In Third and Long, the game clock is represented by the deck of Action cards. Once the deck runs out, the current quarter comes to an end and the Action deck is reshuffled.

Inconclusive

The result when the play total is equal to the target number. Neither side is considered to have won the play. The offensive drive continues, but no key moment placeholder card is removed.

Injury

The player targeted by the Injury card is considered to be injured and removed from the field at the conclusion of the current play. The player will return after sitting out for the length of time listed on the Injury card.

Instincts

A LB, CB, and S attribute representing awareness of the football field and a tendency to be around the ball.

Interception

An interception is a type of potential turnover in which the QB accidentally throws the ball to the wrong team. If the Turnover Check is successful, it is assumed the defense caught the ball, and the offensive drive ends.

Key Moment(s)

Every drive in Third and Long consists of a random number of key moments. This number of Action cards is set off to the side to act as key moment placeholder cards. Key moments represent those crucial situations in a football game that spell the difference between success and failure. A play occurs for each key moment.

LB

Linebacker, one of the three defensive players in Third and Long.

Modifier

A type of Action card that, when used, adds to or subtracts from the play total.

Modifier Card text

The descriptive text found on the modifier action cards is meant to add a touch of football-flavored imagery to the game. The only real effect these cards have when played from your hand is to provide the listed positive or negative modifier to the play total.

Passing Play

A type of Offensive Play Call that uses either the wide receiver (WR) or the quarterback (QB) as the offensive player and targets the Short Pass or the Long Pass field location.

Penalty/Personal Foul

The flag has to be thrown before the whistle blows on a play. Penalties cannot be played during a Challenge, and penalties themselves cannot be challenged. Playing a penalty or personal foul negates a turnover on that play. A team cannot automatically score as a result of a Personal Foul card being used.

Personnel Matchup

The interaction between the Offensive and Defensive Play Call cards will dictate which players are involved in the current play. This is referred to as the Personnel matchup.

Pile

The stack of cards used to generate the play total, starting with the snap card.

Play(s)

For each key moment in a drive, a play occurs. Each play is a chance for the offense to win and continue the drive, or for the defense to win and stop the drive.

Play Total

The sum of the snap card's random number, the player attributes as dictated by the Play Call cards and any modifier type Action cards used for this play. This sum is compared to a target number at the end of the play in order to determine a winner.

Power

A RB attribute representing the physical strength and toughness required to run 'up the gut', between the tackles.

Punt

A punt is a method of changing the possession of the football. If an offensive drive is halted, the coach on offense will usually elect to punt the ball away. This is seen as the safe, responsible choice.

QB

Quarterback, one of the three offensive players in Third and Long.

Quickness

A WR attribute representing the ability to rapidly get moving from a dead stop and abruptly halt from a dead run.

RB

Running back, one of the three offensive players in Third and Long.

Running Play

A type of Offensive Play Call that uses a running back (RB) as the player and targets the Run field location.

S

Safety, one of the three defensive players in Third and Long.

Safety

One of the ways a team on defense may score. A safety is worth 2 points. After a safety occurs, the team that was on offense must punt the ball away.

Salary Cap

The set amount of money each team has available to spend on players. The salary cap ensures that teams are more or less balanced in composition.

Scoring

Teams are able to score points while on offense (touchdowns, field goals, extra points, and two-point conversions) and defense (safeties, touchdowns, extra points, and two-point conversions).

Snap Card

The card flipped over from the top of the Action deck, while taking the snap. This card is used for its random number, which forms the basis of the play total.

Speed

An attribute for RB, WR, LB, CB, and S representing the player's top end running speed.

Tackling

A LB, CB, and S attribute representing the ability to bring down a ballcarrier.

Taking the Snap

The act of flipping over the top card of the Action deck is called taking the snap. This act officially signals the start of a given play. If either side wants to call a time-out, it must be done be before the snap occurs.

Target Number

The interaction between the Offensive Play Call and the color-coded defensive focus determines the target number. Green = 2, Yellow = 3, Red = 4.

Timing

A QB attribute representing intuition, anticipation, and a feel for the field and how plays develop on it.

Touchdown

One of the ways a team may score. A touchdown is worth 6 points. A touchdown must be followed by an attempt at either an extra point or a two-point conversion.

Turnover

A turnover occurs when the team on offense loses the ball, either due to a fumble or an interception. A turnover ends the current offensive drive.

Two-Point Conversion

One of the ways a team may score. A two-point conversion is worth 2 points. A two point conversion may be attempted (instead of an extra point attempt) after scoring a touchdown.

Use, Used (Action Card)

The term "use" was chosen with respect to Action cards because the term "play" is too confusing. In this case, using Action cards simply means playing these cards from your hand. After Action cards are used, they are discarded.

Vision

A RB attribute representing the ability to see opportunities on the field and locate the holes to run through to daylight.

Whistle

An imaginary whistle is blown by an imaginary referee to signal the end of each play. This moment occurs when both sides agree that they have used as many Action cards as they want to for this play.

WR

Wide receiver, one of the three offensive players in Third and Long.