GridIron Wars Parts

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Table of Contents

Designer Notes _______________________________________________ 3


Initial Setup __________________________________________________ 4
Player Ratings ________________________________________________ 4
Timing the Game______________________________________________ 5
Optional Timing Cards _________________________________________ 5
Kick-Offs and Returns__________________________________________ 6
Punting and Punt Returns _______________________________________ 8
Blocked Punts ________________________________________________ 8
Coffin Corner Punts____________________________________________ 9
Play Calling __________________________________________________ 9
Rushing Plays ________________________________________________ 9
Passing Plays ________________________________________________ 11
Receiving___________________________________________________ 11
Quarterback Sacks____________________________________________ 12
Interceptions ________________________________________________ 12
FUMBLES _________________________________________________ 13
Breakaways _________________________________________________ 14
Field goals and PATs _________________________________________ 14
Blocked Kicks _______________________________________________ 14
Penalties ___________________________________________________ 15
Red Zone Modifications _______________________________________ 15
Options for Advanced and/or Head-to-head Play ____________________ 16
Run Key____________________________________________________ 16
Pass Defense ________________________________________________ 16
Blitz _______________________________________________________ 16
Final Thoughts_______________________________________________ 17

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GridIron Wars
© 2007 Jeff Downey, Downey Games

I’d like to thank Brian Bosader for his contributions to the game. I’d also like to thank
all of you who have supported Downey Games for the past 4 years. I appreciate you all
more than you’ll ever know.

Designer Notes
Thank you for purchasing GridIron Wars! The goal in designing GridIron Wars was to
create a game that played rapidly, was easy to learn, statistically accurate and most
importantly, fun. I think that I’ve succeeded on all counts.

The design of GridIron Wars is what I’ve come to term as Back to the Basics sports
gaming. With the advent of the computer and the Internet, today’s game designer has a
wealth of data at his fingertips. Today’s sports games are highly sophisticated and most
are highly accurate as well. While a great many are outstanding designs, sometimes I
feel like the “fun factor” has disappeared as the games have become more advanced.

The first consideration in the design of GridIron Wars was making the game fun. Now, I
fully realize that this is very subjective. Everyone has different tastes in life and in board
gaming. In order to keep a football game fun, it was determined that a good design
needed to be as simple as possible, but remain flexible enough to cater to the hardest of
the hardcore sports gamer. It was also determined that creating a game that plays very
quickly, without sacrificing individual stats, was a must. Even the best designed football
games can become tedious after a while if they take longer than an hour to play. Finally,
it was determined that the game needed to maintain speed of play strictly as a tabletop
game.

Let me expand a bit on that last statement. There are several games that can speed up
game play with the aid of the computer by using a “Helper” or “FAC Flipper”. Using the
Back to the Basics approach, I wanted the game to play just as quickly away from the
computer. That’s not to say there is anything wrong with having a computer aid in game
play. A lot of my own game playing is done in this manner, in fact. I just wanted to take
a different course with this game. That isn’t to say that you can’t use GridIron Wars with
a “Helper”, as it will integrate fantastically for those that enjoy using the computer to
keep stats. But, for those who want a purely tabletop experience, I think you’ll really
enjoy the pace of GridIron Wars.

Again, I thank you for purchasing GridIron Wars. I hope that the game provides you
with hours of enjoyment!

-Jeff Downey

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Game Rules

We have purposely kept the rules to GridIron Wars simple, because at its heart, this is a
simple game. In each section of the rules, we’ll explain the basic method of play as well
as any advanced or optional methods of play. By using this format, it makes referencing
a certain rule easier when playing the game. I suggest that you learn the Basic rules first,
adding in the optional rules as you become familiar with the game.

Initial Setup
To play GridIron Wars, you’ll need six-sided dice differing in color, (a minimum of two
dice is required. The printed version of the game ships with 5 dice, as there are options
that can utilize the additional dice. ) a score sheet, two team ratings sheets and the game
charts.

For all game charts, dice are read in an integer format with one die representing the tens
digit and another representing the ones digit to arrive at a number between 11 and 66.
This is commonly referred to as “reading the dice APBA style”.

I suggest that you fill out the score sheet before playing the game, making the defensive
adjustments (discussed later in the rules) next to each player’s name. This will greatly
speed up play and eliminate any potential confusion when making defensive adjustments.

If you have purchased the E-Book version, I suggest printing the game charts back-to
back and placing them in a tabbed binder. You’ll find this also speeds up play
tremendously.

Player Ratings
Most ratings are expressed as a letter with “A” being the best rating and “Z” being the
worst rating. Some tables only have grades from “A” to “E”, or “A” to “C”, but the
hierarchy of A being the top grade stands.

One exception to the above is the quarterback’s sack and interception ratings. These are
expressed as S1 to S6 for the sack rating, with S1 representing the best rating and S6
being the worst. Interceptions are expressed as I1 to I5, with the former being the best
grade and the latter being the worst.

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Timing the Game
Basic Game

Timing the game is a simple process in the basic game. There are 30 plays per quarter.
Each play from scrimmage counts as a full play except for the following, which count as
½ of a play: Incomplete Passes, and any play that occurs right before a time out.

Kick-offs, Returns, Punts, Field Goals and Points after Touchdown do not count as full or
half plays, they simply occur without affecting the timing system.

Extra points may be attempted after time has run out at the end of both halves.
No half can end with a penalty.

Each team is given 3 timeouts per half. Unused timeouts do not carry to the next half.
During overtime, each team receives 1 time out.

Advanced Game

Gains of 20+ (in bounds) 45 seconds; if a play is out of bounds 30 seconds.

Gains of 0-20 (in bounds) 30 seconds; if a play is out of bounds 15 seconds.

All plays for a Loss and Interceptions 30 seconds

Incomplete passes, Penalties, Kick-Offs, Punts, PATs and Field Goals are 15 seconds

A Time Out reduces a play by 30 seconds. 30 second and 15 second plays will count as 0.

Extra points may be attempted after time has run out at the end of both halves.
No half can end with a penalty.

Each team is given 3 timeouts per half. Unused timeouts do not carry to the next half.
During overtime, each team receives 1 time out. Additionally, the clock stops at the two-
minute warning in each half.

Optional Timing Cards

In addition to the Basic and Advanced Timing systems, we would like to introduce an
optional timing deck. The timing cards can be used in conjunction with either the Basic
or advanced timing system. The advantage to the timing deck is that it’s less likely when
using the deck that you’ll forget to mark a timing increment after a play. Additionally,
the timing deck aids in determining penalty check situations and out of bounds plays,
which we’ll discuss a bit later in the rules.

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To utilize the Timing Cards with the Basic Game timing, simply shuffle the Timing Deck
and turn over 2 cards for each full play or 1 card for each ½ play. When the deck is
depleted, the quarter has ended.

To utilize the Timing Cards with the Advanced Game timing, simply shuffle the Timing
Deck and turn over 1 card for every 15 seconds elapsed. Once the deck is depleted, the
quarter has ended.

One wrinkle with the advanced timing system and the Timing deck occurs when you flip
over a card that reads Out of Bounds. Since an out of bounds play reduces the time
elapsed by 15 seconds, simply keep the card in the “active” deck until completing the
next play, then you would place it in the discard pile. This will keep the additional 15
seconds on the time clock.

The Out of Bounds, Normal Play and Penalty results on the Timing Cards looks like the
illustrations below.
Penalty

Out of Bounds Normal Play Check

Kick-Offs and Returns

Before discussing the Kick-Off and Return Procedure, let’s look at a sample kicker and
Kick returner rating.

Kicker 1-19 20-29 30-39 40-49 50+ KO XP


John Hall 65 66 66 36 23 C 65

Kicker Extra Point Rating


Field Goal Ratings by Yardage Kick-Off Rating

Kick Return Rating

Kick Returns Range Rating Break FUM


Rock Cartwright 62 O A B
Mike Sellers 64 Z D B
Ladell Betts 66 Z D B

Return Selection Fumble Rating


Breakaway Rating

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Regular Kick-Offs

To conduct a kick-off, simply roll two dice and cross-reference the dice roll with the
kicker’s Kick-Off rating on the KICK OFF TABLE. The result listed on the table is the
yard line on which the kick was received.

EX:

Using the example listed above John Hall has a kick-off rating of C. We roll two
dice and get a roll of 43. Cross-referencing the roll of 43 and column C (Hall’s kick
rating) we arrive at a result of 12. So, Hall has kicked the ball to the 12 yard line
where it is received.

Regular Kick Returns

Kick returns work in a similar fashion as kick-offs, with one exception: determining the
return man. Each Kick return section on the team rating sheet has a column marked
“Range”. This column will determine the player that returns the kick-off. To determine
the kick-off returner, again roll two dice and consult the Range column on the team rating
sheet. The Range column is listed as a single number. The number listed is the last
number in a range of dice rolls that designates the player as the returner.

EX:
Kick Returns Range Rating
Rock Cartwright 62 O
Mike Sellers 64 Z
Ladell Betts 66 Z

Return Selection
Using the table above, we see the following numbers in the range column:
Cartwright 62, Sellers 64, and Betts 66.

This signifies a dice roll of 11-62 will see Cartwright return the kick. A roll of 63-64
will see Sellers return the kick. A roll of 65-66 will see Betts as the return man.
There may be times when more than one player shares a number. These are usually
players that had few attempts. Simply choose one to return the kick, or alternate
between the players as you play.

Once we know the return man, we simply roll two dice and cross-reference the die roll
with the returnee’s return rating on the KICK OFF RETURN TABLE.

EX:

Let’s assume that Cartwright was designated as the returner. We see that
Cartwright has a Return Rating of O. Rolling two dice, we get a result of 22. Cross-
referencing the roll of 22 and Cartwright’s return Rating of O we get a result of 30.
So, Cartwright has returned the kick 30 yards.

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Squib Kick-Offs and Returns

Squib Kick-Offs and Returns are conducted exactly as the standard Kick-Off procedure,
except we use the SQUIB KICK TABLE for the kick-off and the SQUIB column on the
KICK OFF RETURN TABLE.

When rolling for the yardage of the kick-off and the return yardage gained, you need
to roll an additional die if you are not using the timing cards. If the additional die is a
“1” the return ends out of bounds. If the additional die is a “6” then you have a
penalty check situation. Consult the Penalty Chart. (Penalties are discussed later in
the rules) If you are using the timing cards, the Out of Bounds and Penalty checks are
on the cards. You do NOT need to roll the additional die.

Onside Kicks

Onside Kicks are conducted in the same manner as standard kick-offs. The majority of
the time, the ONSIDE KICK TABLE will list the yardage the kick traveled as well as the
team that recovered the kick. In certain instances, the kick will be designated as
returnable. When an onside kick is returnable, you use the return procedure listed above
for Squib returns.

Punting and Punt Returns

Punting is resolved exactly as with kick-offs with the only difference being that you
consult the PUNTING TABLE and the PUNT RETURN TABLE. All other procedures
are the same as resolving kick-offs.

Blocked Punts

Anytime you roll a 66 on the punting table, the kick is potentially blocked. To determine
if the punt was blocked, roll an additional die. If the result is a “6” then the punt is
blocked.

If the punt is blocked, consult the FUM LOST section of the team rating sheet of the
kicking team and roll two dice. If the dice roll is less than or equal to the number listed
in the FUM LOST section, the defense has recovered the blocked punt. If the number is
greater the punting team has recovered the blocked punt. To determine the yardage of the
block, roll two dice and add the result plus an additional 10 yards.

Finally, consult the FUMBLE RETURN Table and use column “C”, cross-referencing a
dice roll for the return yardage of the team recovering the blocked punt.

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Coffin Corner Punts

When inside the opponent’s 50 yard line, you can choose to try a Coffin Corner Punt.
Each punter has a CC rating on the team rating sheet. Simply roll two dice and cross-
reference the die roll with the punter’s CC rating.

When rolling for the yardage gained, for the punt and the return, you need to roll an
additional die if you are not using the timing cards. If the additional die is a “1” the
play ends out of bounds on the return. If the additional die is a “6” then you have a
penalty check situation. Consult the Penalty Chart. (Penalties are discussed later in
the rules) If you are using the timing cards, the Out of Bounds and Penalty checks are
on the cards. You do NOT need to roll the additional die.

Play Calling
In a solitaire game, you’ll call the offensive plays for both teams. Offensive plays are
simplified into two categories: rushing and passing plays. This simplification is
intentional to keep the game at a fast pace. There is a built-in system to identify ball
carriers and receivers if you choose to utilize it, using the Range rating.

Alternatively, you can choose the ball carriers and receivers on your own when making
the play call. Using the players in a realistic fashion is important if you don’t want to
skew the stats, but, I’m not going to place any artificial limits on player usage. I leave
that to the gamer.

I have included a very simple solitaire play calling chart with the game. If you choose to
utilize it, simply roll 3 dice (2 read 11-66 for the Offensive Call and 1 for the defensive
call) and the chart will dictate the offensive and defensive play call. The solitaire system
uses the advanced options which are discussed later in the rules.

When the Defensive Chart reads, “key” it is assumed the defense keyed the correct
rusher.

Rushing Plays

As you’ve probably discovered, there is a common theme among the rules, and that is
most plays are resolved in the same manner. That being said, the majority of the rushing
play procedure is much like the kick return process, with a slight wrinkle.

The basic procedure is to select a ball carrier, or use the range column as we did with
kick-off returns, and cross reference the ball carrier’s rushing rating with a dice roll.

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As I mentioned earlier, there is a slight wrinkle, and that is the defensive adjustment.
Each team rating sheet has a Rushing Defense adjustment on the top right corner of the
sheet, listed as “Rush D”. This rating is expressed as a positive or negative number. If
the rating is a positive number, it represents a team with a below average run defense. A
negative number represents a team with a better than average run defense. A team with a
rating of 0 has an average run defense. The number listed under “Rush D” represents the
number of columns that we adjust the ball carrier’s rush rating.

Let’s take a look at a sample Rushers section on a team rating sheet.

Rushers RANGE RATING BREAK FUM


Ladell Betts 36 J D B
Clinton Portis 53 M C B
T.J. Duckett 56 P E B
Jason Campbell 61 K E B
Antwaan Randle El 63 C E B
Mark Brunell 64 T E B
Mike Sellers 65 L E B
Santana Moss 66 A C B
Rock Cartwright 66 S E B

EX:

Let’s say that Ladell Betts is running the ball against Philadelphia who has a Rush
D of 2. Since Philly’s rating is a positive number, their defense is worse than
average against the run.

Using the sample above, Betts has a rushing rating of J. Philly’s Rush D of 2 will
modify Bett’s Rushing Rating by 2. So, for this game, Betts will have a modified
rushing rating of H.

Roll two dice and get a result of 34. Cross-referencing the die roll with column H
(Betts’ modified rushing rating) on the RUSHING TABLE reveals a result of 3.
Betts has gained 3 yards on the play.

When rolling for the yardage gained, you need to roll an additional die if you are not
using the timing cards. If the additional die is a “1” the play ends out of bounds. If
the additional die is a “6” then you have a penalty check situation. Consult the Penalty
Chart. (Penalties are discussed later in the rules) If you are using the timing cards, the
Out of Bounds and Penalty checks are on the cards. You do NOT need to roll the
additional die.

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Passing Plays
Conducting passing plays is a two-step process. We first must see if the pass is
completed, and if so, the yardage gained by the receiver. As with rushing plays, the
defense has a rating that will modify both the completion chances of the quarterback and
the yardage gained by the receiver. The defensive rating is expressed exactly as it was
for rushing plays. A positive number will increase the offensive ratings and a negative
number will decrease the offensive ratings.

Let’s take a look at a sample Passers section on a team rating sheet.

Passers RATING INT SACK FUM


Mark Brunell G I1 S2 B
Jason Campbell K I2 S2 B
Antwaan Randle El F I1 S1 B

EX:

Let’s say that Mark Brunell is attempting a pass against Philadelphia. Philly has a
PASS D of -1. So, Brunell will have a tougher time completing passes against the
Philadelphia defense. Brunell’s modified passing rating for this game will be “H” as
Philly’s -1 decreases his rating by 1.

As with a rushing play, roll two dice and cross-reference the dice roll with Brunell’s
modified passing rating. Let’s assume a 21 was rolled, cross-referencing the 21 with
Brunell’s “H” rating shows the pass is complete. Next go to the receiving section.
Had a 45 been rolled, the pass would be incomplete.

Receiving

The receiving process for a completed pass is almost identical to the rushing play
procedure, but instead of using the RUSHING TABLE, consult the RECEIVING
YARDAGE TABLE

Once a pass is determined to be complete, either find the receiver by using the range
section on the team rating sheet, or “announce” the intended receiver at the time of
determining if the pass was complete. Then roll two dice and cross-reference the dice
roll with the receiver’s modified receiving rating. Keep in mind that the receiver’s rating
is modified by the PASS D of the opposition. The PASS D not only modifies completion
percentage, it also modifies yards gained.

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Quarterback Sacks
When rolling on the PASSING TABLE die roll numbers of 52 through 61 represent
potential QB sacks. As with pass completions, the defense has a D-SACK rating that
modifies the QB’s SACK rating. However, the D-SACK rating is opposite of the D-
PASS rating, in that a positive number represents a team with more than average sacks,
while a negative number represents a team with fewer than average sacks. A modified
sack rating can not decrease lower than S1 or increase to greater than S6.

If the result on the Passing Chart is less than or equal to the QB’s modified SACK rating,
the quarterback has been sacked. Calculate the yards lost by rolling two dice and adding
them.

To determine who sacked the quarterback, consult the Sacks section on the team rating
sheet and roll two dice, cross-referencing the dice roll with the Range column.

If a sack does not occur, and the chart directs you to a QB Hurry, simply find the QB’s
Rushing rating on the RUSHERS section of the team rating sheet, and resolve the play as
you would a rush. If the QB is NOT listed in the RUSHERS section, use column Z to
resolve the rush. (Or see the advanced QB Hurry Rule for a more realistic scenario)

EX:

Let’s say that Brunell is facing San Diego which has a D-SACK rating of 2. For this
game, Brunell, who’s SACK rating is S2 will have a modified SACK rating of S4.
(Brunell’s S2 rating plus San Diego’s D-SACK rating of 2.) So dice rolls on the
PASSING TABLE of 54-61 would result in Brunell being sacked.

Let’s assume that Brunell was facing a team with a D-SACK rating of -2. Brunell’s
modified SACK rating would be S1, as no modified rating would be worse than S1.
So Brunell would only be sacked on rolls of 61 on the PASSING TABLE.

Interceptions

When rolling on the PASSING TABLE die roll numbers of 62 through 66 represent
potential Interceptions. The Interception process is nearly identical to the QB Sack
procedure. The defense has a D-INT rating which modifies the Quarterback’s INT
rating. The D-INT rating follows the same hierarchy as the D-SACK rating, with
positive numbers representing teams that intercept more than average and negative
numbers representing teams that intercept fewer than average. A modified INT rating can
not decrease lower than I1 or increase to greater than I5.

If the result on the Passing Chart is less than or equal to the QB’s modified INT rating,
the quarterback has thrown an Interception. Calculate the point of the interception by
rolling two dice and multiplying them.

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To determine who intercepted the pass, consult the Interceptions section on the team
rating sheet and roll two dice and cross-reference the dice roll with the Range column.

To determine the yardage of the Interception return, find the defensive team’s TURN
RET rating on the team rating sheet. Again roll two dice and cross-reference the dice roll
with the TURN RET rating on the INT RETURN TABLE.

Some teams are rated “D” or “E” for their TURN RET. This signifies that the team will
use the BREAKAWAY TABLE, using the column of their rating, for all Interception
returns, rather than the INT RETURN Table. These teams use column “C” for fumble
returns.

If an interception does NOT occur, the pass is incomplete.

EX:

Let’s say that Brunell, who has an INT rating of I1, is facing Philadelphia which has
a D-INT of 0. Brunell would throw an interception on a die roll of 66 on the
PASSING TABLE.

FUMBLES

The fumble procedure is much the same as the Interception and QB Sack procedure.
Each player has a FUM rating and each defense has a D-FUM rating. D-FUM ratings are
expressed as a positive or negative number. A positive number will increase the
offensive team’s chance of a fumble and a negative number will decrease the offensive
team’s fumble chances.

EX:

Let’s say that Brunell has been directed to a fumble chance and is facing Chicago.
Brunell has a FUM rating of B and Chicago has a D-FUM rating of 1. So, Brunell’s
modified fumble rating would be C, as Chicago’s D-FUM rating increases the
offensive rating by 1.

To see if Brunell has indeed fumbled, roll two dice and cross-reference the result
with the modified FUM rating on the FUMBLE TABLE. If the result is revealed to
be a fumble, consult the FUM LOST column on the team rating sheet and again roll
two dice. If the dice roll is less than or equal to the number in the FUM LOST
column, the defense recovers the fumble

To determine the yardage of the fumble return, find the defensive team’s TURN RET
rating on the team rating sheet. Again roll two dice and cross-reference the dice roll with
the TURN RET rating on the FUMBLE RETURN TABLE.

13
Some teams are rated “D” or “E” for their TURN RET. These teams use column “C” for
fumble returns.

When the QB fumbles, roll 2 dice and add them for the yardage behind the line of
scrimmage in which the fumble took place. Then roll for the recovery. If the fumble is
NOT lost, roll a single die. If the result of the single die is 1-5, the offense falls on the
ball at the spot of the fumble. If the result is 6, use the normal Fumble Return procedure.
Breakaways

Anytime the charts refer you to a breakaway, roll two dice and cross reference the result
with the player’s BREAK rating.

The breakaway chart can be found on the RUSHING Yardage sheet OR the RECEIVING
Yardage sheet. The tables are identical on both sheets. You can use either. I included
the Breakaway table on both sheets to speed up play. Since those charts are the most
often used, it limits chart flipping.

Field goals and PATs

Resolving Field Goals is a very simple process. Simply take the line of scrimmage and
add 17 yards. (7 yards for the spot of the kick, and 10 yards for the end zone) Then find
the appropriate yardage on the kickers section of the team rating sheet. Next roll two
dice. If the dice roll is less than or equal to the number listed, the kick is good. If the
dice roll is greater than the number listed, the kick is no good. The defense takes over at
the spot of the kick. (7 yards from the line of scrimmage)

The PAT procedure is the same, except you consult the XP column of the kickers section
on the team rating sheet.

EX:
Kicker 1-19 20-29 30-39 40-49 50+ KO XP
John Hall 65 66 66 36 23 C 65

Kicker Extra Point Rating


Field Goal Ratings by Yardage Kick-Off Rating

Using the sample above, Hall makes field goals from 1 to 19 yards out on dice rolls
of 11-65. Hall makes PATs on rolls of 11-65. If Hall attempts a kick from 51 yards,
his success rate is 11-23.

Blocked Kicks

Anytime you roll a 66 when attempting a FG or PAT, the kick is potentially blocked. To
determine if the punt was blocked, roll an additional die. If the result is a “6” then the
kick is blocked.

14
If the kick is blocked, you consult the FUM LOST section of the team rating sheet of the
kicking team and roll two dice. If the dice roll is less than or equal to the number listed
in the FUM LOST section, the defense has recovered the blocked kick. If the number is
greater the kicking team has recovered the block. To determine the yardage of the block,
roll two dice and add the result plus an additional 10 yards.

Next consult the FUMBLE RETURN Table and use column “C”, cross-referencing a
dice roll for the return yardage of the team recovering the blocked kick.

If the additional die is not a 6, and the kicker has a rating of 66, the kick is good.

Penalties
Each team has an Offensive and Defensive Penalty rating on the team rating sheet. The
ratings range from O1 to O3 with an O1 rating representing a team that is penalized least
and an O3 rating representing a team that is penalized the most.

If a timing card or additional die roll refers you to a penalty check, roll two dice and
consult the PEN column. If the Penalty rating listed in the PEN column is less than or
equal to the offensive or defensive team’s Penalty rating, a penalty has occurred. Next
roll two more dice and consult the type of play which was called to find the type of
penalty and the yardage the team is penalized.

EX:

Let’s say that Baltimore and Dallas are playing a game. Baltimore is on offense and
has a penalty rating of O2. Dallas is on defense and has a defensive penalty rating
of D2. If the PEN column reveals an O1 or O2, then Baltimore has committed a
penalty. If the result on the PEN column was O3 Baltimore would not be penalized
as it is greater than their rating. Had the PEN column shown a result of D1 or D2,
then Dallas would have committed a penalty.

Red Zone Modifications


Anytime a team is inside the opponent’s 20 yard line, Red Zone Modifications take
effect. Increase the defensive team’s RUSH D by 2 and PASS D by 3.

EX:

Chicago has a PASS-D of -2 and a RUSH-D of 0. When the opponent is in the Red
Zone, Chicago’s PASS-D becomes -5 and their RUSH-D becomes -2.

15
Options for Advanced and/or Head-to-head Play

When playing head-to-head, use the Play Calling Cards to hide your play calls from
the opponent. When both players announce they are ready, reveal the Play Calling
Cards.

Run Key

A team can “key” on a rusher. If the keyed rusher is chosen as the ball carrier, his
modified rushing grade is decreased 2. Any other rusher not keyed has their rushing
grade increased by 2.
Pass Defense
A Team can select a Pass Defense. This defense decreases the QB’s Rating by 2, and
decreases receiver’s yardage ratings by 1. When employed, the offense’s modified
rushing grades are increased by 2.

Blitz

A team can choose to Blitz. The Blitz decreases a QB’s rating by 2, increases the
Defense’s D-SACK rating by 2, increases the receiver’s modified yardage rating by 2 and
increases the offense’s modified rushing rating by 2.

QB Hurry
For a more realistic option for QB Hurries, rather than just using the QB’s rushing
attempt to resolve the play, roll a third die. If the die roll is 1 through 5 the QB does
NOT run, but tries to force a pass to a secondary receiver. If the roll is a 6, then the QB
scrambles as in the basic rule.

When forcing a pass to a secondary receiver, the QB reduces his modified pass rating by
7 and rolls again on the Passing Table, using the normal passing procedure. If on this
second roll on the passing chart a S1 through S6 is the result, it is an automatic QB sack.

All other procedures remain the same as the normal pass completion procedure.

16
Final Thoughts

In the printed games, I’ve included a total of five dice. For each play I roll all 5,
using the red and white die for chart results, the yellow die as the penalty check die,
and the blue and green dice as range dice. I think you’ll find this method keeps the
game moving along at a nice rate.

I also use the Timing Deck. The game plays fine with either timing method. I just
find the Timing Deck keeps me from forgetting to mark off a time elapsed box, or
forgetting a penalty check.

As mentioned in the opening, I thank you for your purchase. If you have any
questions about the rules, please feel free to email me at jeff@downeygames.com or
alternatively, you can post a message on the GridIron Wars forum at tabletop-
sports.com

17
Pass Run Punt Kick

Blitz Pass Defense Run Key

Trim the First Down Marker and


Ball marker to use with the
Football Field.
Offensive Offensive Offensive Offensive

Play Call Play Call Play Call Play Call

Defensive Defensive Defensive

Play Call Play Call Play Call


Penalty Penalty Penalty Penalty Penalty

Check Check Check Check Check

Out of Bounds Out of Bounds Out of Bounds Out of Bounds Out of Bounds
Normal Play Normal Play Normal Play Normal Play Normal Play

Penalty Penalty Penalty Penalty Penalty

Check Check Check Check Check


Out of Bounds Out of Bounds Out of Bounds Out of Bounds Out of Bounds

Normal Play Normal Play Normal Play Normal Play Normal Play
Normal Play Normal Play Normal Play Normal Play Normal Play

Normal Play Normal Play Normal Play Normal Play Normal Play
Normal Play Normal Play Normal Play Normal Play Normal Play

Normal Play Normal Play Normal Play Normal Play Normal Play
Normal Play Normal Play Normal Play Normal Play Normal Play

Normal Play Normal Play Normal Play Normal Play Normal Play
Score
V H
0 10 20 30 40 50 60 70 80 90 0 10 20 30 40 50 60 70 80 90
I O
S M
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
E

Time: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 Quarter: 1 2 3 4 OT

:45 :30 :15 :00 Down: 1 2 3 4

1 0 2 0 3 0 4 0 5 0 4 0 3 0 2 0 1 0

Downey Games
GridIron Wars

5 10 15 20 25 30 35 40 45 50 45 40 35 30 25 20 15 10 5

49
4 9 14 19 24 29 34 39 44 49 44 39 34 29 24 19 14 9 4

48 48

3 8 13 18 23 28 33 38 43 43 38 33 28 23 18 13 8 3

2 7 12 17 22 27 32 37 42 47 47 42 37 32 27 22 17 12 7 2

1 6 11 16 21 26 31 36 41 46 46 41 36 31 26 21 16 11 6 1

1 0 2 0 3 0 4 0 5 0 4 0 3 0 2 0 1 0
PENALTY TABLE
PEN OFF PASS OFF RUN DEF PASS DEF RUN KICKING TEAM RETURNING TEAM
11 D1 FALSE START (5) FALSE START (5) TOO MANY ON FLD (5) SPEARING (15) TOO MANY ON FLD (5) CLIPPING (15 @) 11
12 D1 ILLEGAL MOTION (5) ILLEGAL MOTION (5) SPEARING (15) TOO MANY ON FLD (5) OFFSIDES (5) ROUGHING KICK (15) 12
13 D1 HOLDING (10) HOLDING (10) OFFSIDES (5 L) OFFSIDES (5 L) HOLDING (10) RUNNING KICK (5) 13
14 D1 DELAY OF GAME (5T) DELAY OF GAME (5T) ENCROACHMENT (5) ENCROACHMENT (5) 5 FACE MASK (5E) 5 FACE MASK (5E) 14
15 D1 5 FACE MASK (5E) ILLEGAL BLOCK (10 2D6) HOLDING (5 FD) HOLDING (5 FD) 15 FACE MASK (15E) 15 FACE MASK (15E) 15
16 D1 15 FACE MASK (15E) 5 FACE MASK (5E) ILL CONTACT (10 FD) ILL CONTACT (10 FD) FAIR CATCH INT (15) PER FOUL (15E) 16
21 D2 PER FOUL (15E) 15 FACE MASK (15E) 5 FACE MASK (5E) 5 FACE MASK (5E) PER FOUL (15E) PER FOUL (15) 21
22 D2 PER FOUL (15) PER FOUL (15E) 15 FACE MASK (15E) 15 FACE MASK (15E) PER FOUL (15) OFFSET 22
23 D2 INEL REC (10) PER FOUL (15) PER FOUL (15E) PER FOUL (15E) OFFSET TOO MANY ON FLD (5) 23
24 D2 ILL FOR PASS (5LD) OFFSET PER FOUL (15) PER FOUL (15) HOLDING (10) CLIPPING (15 @) 24
25 D2 PASS INT (10) FALSE START (5) PASS INT (PASS FD) OFFSET OFFSIDES (5) HOLDING (10 @) 25
26 D2 INT GROUNDING (2D6 LD) HOLDING (10) ROUGH PASS (15E) ENCROACHMENT (5) FAIR CATCH INT (15) NO PENALTY 26
31 D3 OFFSET ILLEGAL BLOCK (10 2D6) OFFSET OFFSIDES (5 L) HOLDING (10) HOLDING (10 @) 31
32 D3 HOLDING (10) ILLEGAL MOTION (5) HOLDING (5 FD) ILL CONTACT (10 FD) OFFSET ROUGHING KICK (15) 32
33 D3 FALSE START (5) PER FOUL (15E) OFFSIDES (5 L) ENCROACHMENT (5) HOLDING (10) NO PENALTY 33
34 D3 ILLEGAL MOTION (5) ILLEGAL BLOCK (10 2D6) ENCROACHMENT (5) HOLDING (5 FD) OFFSIDES (5) CLIPPING (15 @) 34
35 D3 HOLDING (10) HOLDING (10) PASS INT (PASS FD) OFFSIDES (5 L) HOLDING (10) RUNNING KICK (5) 35
36 D3 PER FOUL (15E) FALSE START (5) HOLDING (5 FD) HOLDING (5 FD) OFFSIDES (5) NO PENALTY 36
41 O3 FALSE START (5) DELAY OF GAME (5T) ENCROACHMENT (5) ENCROACHMENT (5) NO PENALTY CLIPPING (15 @) 41
42 O3 PER FOUL (15) HOLDING (10) PASS INT (PASS FD) OFFSIDES (5 L) OFFSIDES (5) NO PENALTY 42
43 O3 HOLDING (10) HOLDING (10) OFFSET HOLDING (5 FD) NO PENALTY PER FOUL (15E) 43
44 O3 OFFSET ILLEGAL MOTION (5) ROUGH PASS (15E) ENCROACHMENT (5) HOLDING (10) PER FOUL (15) 44
45 O3 ILLEGAL MOTION (5) TOO MANY ON FLD (5) OFFSIDES (5 L) ILL CONTACT (10 FD) OFFSIDES (5) CLIPPING (15 @) 45
46 O3 FALSE START (5) FALSE START (5) ENCROACHMENT (5) HOLDING (5 FD) NO PENALTY HOLDING (10 @) 46
51 O2 HOLDING (10) FALSE START (5) PER FOUL (15) ENCROACHMENT (5) HOLDING (10) OFFSET 51
52 O2 PASS INT (10) HOLDING (10) HOLDING (5 FD) HOLDING (5 FD) NO PENALTY HOLDING (10 @) 52
53 O2 HOLDING (10) ILLEGAL BLOCK (10 2D6) PASS INT (PASS FD) OFFSIDES (5 L) HOLDING (10) CLIPPING (15 @) 53
54 O2 FALSE START (5) 5 FACE MASK (5E) HOLDING (5 FD) 5 FACE MASK (5E) HOLDING (10) NO PENALTY 54
55 O2 HOLDING (10) OFFSET ENCROACHMENT (5) 15 FACE MASK (15E) OFFSIDES (5) ROUGHING KICK (15) 55
56 O2 DELAY OF GAME (5T) HOLDING (10) PASS INT (PASS FD) OFFSET 5 FACE MASK (5E) HOLDING (10 @) 56
61 O1 HOLDING (10) PER FOUL (15) OFFSIDES (5 L) ENCROACHMENT (5) 15 FACE MASK (15E) 5 FACE MASK (5E) 61
62 O1 HOLDING (10) FALSE START (5) ROUGH PASS (15E) OFFSIDES (5 L) PER FOUL (15E) 15 FACE MASK (15E) 62
63 O1 PASS INT (10) ILLEGAL MOTION (5) ENCROACHMENT (5) ENCROACHMENT (5) PER FOUL (15) RUNNING KICK (5) 63
64 O1 FALSE START (5) HOLDING (10) PER FOUL (15E) OFFSIDES (5 L) OFFSIDES (5) CLIPPING (15 @) 64
65 O1 DELAY OF GAME (5T) FALSE START (5) OFFSIDES (5 L) PER FOUL (15E) NO PENALTY HOLDING (10 @) 65
66 O1 INT GROUNDING (2D6 LD) FALSE START (5) ROUGH PASS (15E) PER FOUL (15) SIM ROUGH (15) HOLDING (10 @) 66

KEY Other Penalty Notes


(#T) Penalty from LOS; May call Time Out for No Penalty ( # @)- This is a Spot of Foul Penalty on a kick return. Roll 1 D6; If die is even,
(#) 10 Yard Penalty from LOS spot of foul is at start of the return. If odd, spot of foul is 1/2 of the return.
(#E) Penalty from End of Play (#L)- Live Play. Continue Play as normal. May decline penalty after result.
(# FD) Penalty from LOS Automatic First Down (PASS FD)- Roll of the Receiver's yardage as if pass was complete. Automatic
(#LD) Penalty from LOS plus Loss of Down First Down
(2D6 LD) Add 2D6 for sack yardage plus Loss of Down
If a kicking penalty isn't possible for the situation, treat it as NO PENALTY
(10 2D6) 10 Yards from Spot of Foul; Add 2D6 for Spot of Foul
RUSHING TABLE BREAKAWAY TABLE
Z Y X W V U T S R Q P O N M L K J I H G F E D C B A A B C D E
11 1F 1F 2F 2F 2F 2F 3F 3F 3F 3F 3F 3F 4F 4F 4F 4F 4F 5F 5F 5F 5F 6F 6F 6F 6F 7F 11 11 90+ 70+ 50+ 30+ 30+ 11
12 1 1 1 2 4 4 4 4 4 4 4 4 4 4 4 4 4 0 0 0 0 0 1 1 0 0 12 12 80+ 60+ 40+ 20+ 20+ 12
13 2 2 4 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 5+ 5+ 5+ 5+ 5+ 13 13 70+ 50+ 30+ 10+ 10+ 13
14 3 3 3 0 4 4 4 4 4 4 4 4 4 3 4 4 4 1 1 1 1 1 1 1 1 1 14 14 60+ 40+ 20+ 30+ 20+ 14
15 4 4 4 4 4 4 5 5 5 5 5 5 2 3 2 2 5 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15 15 50+ 30+ 10+ 20+ 10+ 15
16 5 5 5 6 6 6 6 0 6 6 6 6 3 2 2 2 2 2 2 2 2 2 2 2 -2 -2 16 16 40+ 20+ 50+ 10+ 20+ 16
21 6 7 7 7 7 0 4 7 7 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 21 21 30+ 10+ 40+ 30+ 10+ 21
22 0 3 4 4 4 4 6 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 22 22 20+ 70+ 30+ 20+ 20+ 22
23 2 2 4 1 5 5 1 5 5 5 5 5 5 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 23 23 10+ 60+ 20+ 10+ 10+ 23
24 1 5 5 5 1 5 5 5 5 5 5 5 5 5 5 5 5 5 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 24 24 90+ 50+ 10+ 30+ 20+ 24
25 0 0 0 2 2 2 3 3 3 3 6 6 6 6 6 6 6 6 6 6 6 6 5 3 6 4 25 25 80+ 40+ 50+ 20+ 10+ 25
26 -1 -1 -1 1 3 3 -1 3 3 3 3 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 26 26 70+ 30+ 40+ 10+ 20+ 26
31 -2 -2 -2 -2 -2 -2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 31 31 60+ 20+ 30+ 30+ 10+ 31
32 -3 -3 -3 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 32 32 50+ 10+ 20+ 20+ 20+ 32
33 -4 -4 -3 -3 -3 -3 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 33 33 40+ 70+ 10+ 10+ 10+ 33
34 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 34 34 30+ 60+ 40+ 30+ 20+ 34
35 1 3 3 4 4 4 4 4 4 4 5 5 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 35 35 20+ 50+ 30+ 20+ 10+ 35
36 2 2 2 1 3 3 3 3 -1 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 7 4 36 36 10+ 40+ 20+ 10+ 20+ 36
41 3 3 3 3 4 4 4 4 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 41 41 90+ 30+ 10+ 30+ 10+ 41
42 3 4 4 4 0 4 4 4 7 8 8 8 8 8 8 8 8 5 8 8 8 8 8 8 8 8 42 42 80+ 20+ 40+ 20+ 20+ 42
43 2 2 2 2 3 3 4 4 5 4 4 4 4 4 4 4 4 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 43 43 70+ 10+ 30+ 10+ 10+ 43
44 1 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 44 44 60+ 40+ 20+ 20+ 20+ 44
45 0 1 1 1 1 2 3 3 3 6 6 6 6 6 6 6 6 3 6 6 6 6 10+ 10+ 10+ 10+ 45 45 50+ 30+ 10+ 10+ 10+ 45
46 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 46 46 40+ 20+ 30+ 20+ 20+ 46
51 1 2 2 1 2 2 2 4 2 4 4 4 4 4 4 4 4 4 4 4 5+ 5+ 5+ 5+ 5+ 5+ 51 51 30+ 10+ 20+ 10+ 10+ 51
52 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 18 18 52 52 20+ 40+ 10+ 20+ 20+ 52
53 1 1 1 1 1 3 4 4 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 53 53 10+ 30+ 30+ 10+ 10+ 53
54 1F 3F 3F 3F 3F 3F 3F 3F 3F 3F 3F 3F 5F 5F 5F 5F 5F 5F 5F 7F 7F 7F 7F 7F 7F 7F 54 54 50+ 20+ 20+ 20+ 20+ 54
55 -1 -1 -1 -1 -1 0 0 0 0 0 0 0 3 3 5 5 7 4 5 5+ 5+ 5+ 5+ 5+ 5+ 5+ 55 55 40+ 10+ 10+ 10+ 10+ 55
56 -2 -2 -2 -2 -2 -2 0 0 0 0 0 0 0 0 0 0 2 2 0 0 0 0 0 0 0 10+ 56 56 30+ 30+ 20+ 20+ 20+ 56
61 -3 -3 -3 -3 -3 -3 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 61 61 20+ 20+ 10+ 10+ 10+ 61
62 -4 -4 -4 -4 -4 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 -3 62 62 10+ 10+ 20+ 20+ 20+ 62
63 1 1 2 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 6 6 6 6 10+ 10+ 10+ 63 63 20+ 30+ 10+ 10+ 10+ 63
64 2 3 3 3 3 4 4 4 4 4 7 7 7 7 7 7 7 7 7 7 9 9 9 9 9 9 64 64 40+ 20+ 20+ 20+ 20+ 64
65 1 4 4 4 4 4 4 4 4 4 4 4 4 4 8 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 65 65 30+ 10+ 20+ 10+ 10+ 65
66 B B B B B B B B B B B B B B B B B B B B B B B B B B 66 66 50+ 30+ 10+ 30+ 30+ 66

KEY KEY
2F Possible Fumble, Otherwise Gain Listed 10+ Yards Listed plus 1 D6
5 Yards Gained Rushing 90+ Possible Fumble, Otherwise Gain Listed
5+ Medium Gain. Yards Listed plus 1 D6
0 Stuffed for No Gain
-1 Yards Lost
B Breakaway; Consult Breakaway Chart
RECEIVING YARDAGE TABLE BREAKAWAY TABLE
Z Y X W V U T S R Q P O N M L K J I H G F E D C B A A B C D E
11 3F 4F 5F 7F 9F 10F 11F 12F 13F 14F 15F 16F 17F 18F 19F 20F 21F 22F 23F 24F 25F 26F 27F 28F 29F 30F 11 11 90+ 70+ 50+ 30+ 30+ 11
12 0 1+ 1+ 1+ 1+ 5+ 5+ B B B B B B B B B B B B B B B B B B B 12 12 80+ 60+ 40+ 20+ 20+ 12
13 0 1+ 1+ 1+ 1+ 5+ 5+ 5+ 15+ 15+ B B B B B B B B B B B B B B B B 13 13 70+ 50+ 30+ 10+ 10+ 13
14 1+ 1+ 1+ 1+ 1+ 5+ 5+ 5+ 5+ 10+ B B B B B B B B B B B B B B B B 14 14 60+ 40+ 20+ 30+ 20+ 14
15 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ B B B B B B B B B B B B B B B 15 15 50+ 30+ 10+ 20+ 10+ 15
16 1 1 1 1 1 1 1 1 1 5+ 8 B B B B B B B B B B B B B B B 16 16 40+ 20+ 50+ 10+ 20+ 16
21 7 7 5 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ B B B B B B B B B B B B B B B 21 21 30+ 10+ 40+ 30+ 10+ 21
22 5 5 5 5 5 5 5 5 5 5 5 5 B B B B B B B B B B B B B B 22 22 20+ 70+ 30+ 20+ 20+ 22
23 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B B B B B B B B B B B B B 23 23 10+ 60+ 20+ 10+ 10+ 23
24 1 2 1 5 5 5 5 12+ 12+ 12+ 12+ 12+ 12+ B B B B B B B B B B B B B 24 24 90+ 50+ 10+ 30+ 20+ 24
25 4 4 4 4 4 4 4 4 4 4 4 4 4 B B B B B B B B B B B B B 25 25 80+ 40+ 50+ 20+ 10+ 25
26 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ B B B B B B B B B B B B 26 26 70+ 30+ 40+ 10+ 20+ 26
31 0 0 5+ 5+ 5+ 5+ 5+ 12+ 12+ 12+ 12+ 12+ 12+ 12+ 12+ B B B B B B B B B B B 31 31 60+ 20+ 30+ 30+ 10+ 31
32 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 B B B B B B B B B B B 32 32 50+ 10+ 20+ 20+ 20+ 32
33 -2 -2 -2 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B B B B B B B B B 33 33 40+ 70+ 10+ 10+ 10+ 33
34 3 3 3 3 5+ 5+ 5+ 5+ 5+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B B B B B B B B 34 34 30+ 60+ 40+ 30+ 20+ 34
35 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ B B B B B B B B B 35 35 20+ 50+ 30+ 20+ 10+ 35
36 7 7 7 7 7 12+ 12+ 12+ 12+ 12+ 12+ 12+ 12+ 12+ 12+ 12+ 12+ 12+ B B B B B B B B 36 36 10+ 40+ 20+ 10+ 20+ 36
41 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B B B B B B B 41 41 90+ 30+ 10+ 30+ 10+ 41
42 5 5 5 5 5 5 5 5 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B B B B B B 42 42 80+ 20+ 40+ 20+ 20+ 42
43 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ B B B B B B B 43 43 70+ 10+ 30+ 10+ 10+ 43
44 5 5 5 5 20+ 20+ 20+ 20+ 20+ 20+ 20+ 20+ 20+ 20+ 20+ 20+ 20+ 20+ 20+ 20+ B B B B B B 44 44 60+ 40+ 20+ 20+ 20+ 44
45 3 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B B B B B 45 45 50+ 30+ 10+ 10+ 10+ 45
46 0 0 0 0 10+ 10+ 10+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ B B B B B B 46 46 40+ 20+ 30+ 20+ 20+ 46
51 4 5+ 5+ 5+ 5+ 5+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B B B B 51 51 30+ 10+ 20+ 10+ 10+ 51
52 3 3 3 3 3 5+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ B B B B B 52 52 20+ 40+ 10+ 20+ 20+ 52
53 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 10+ 18 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ B B B B B 53 53 10+ 30+ 30+ 10+ 10+ 53
54 5 5 5 5 5 5+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B B B 54 54 50+ 20+ 20+ 20+ 20+ 54
55 4 4 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B B B 55 55 40+ 10+ 10+ 10+ 10+ 55
56 2 2 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B B 56 56 30+ 30+ 20+ 20+ 20+ 56
61 -2 -2 -2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 B B B 61 61 20+ 20+ 10+ 10+ 10+ 61
62 -3 -3 1+ 1+ 1+ 5+ 5+ 5+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B 62 62 10+ 10+ 20+ 20+ 20+ 62
63 5 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ 10+ B B 63 63 20+ 30+ 10+ 10+ 10+ 63
64 3 5+ 5+ 5+ 5+ 5+ 5+ 5+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ B 64 64 40+ 20+ 20+ 20+ 20+ 64
65 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ 15+ B 65 65 30+ 10+ 20+ 10+ 10+ 65
66 B B B B B B B B B B B B B B B B B B B B B B B B B B 66 66 50+ 30+ 10+ 30+ 30+ 66

KEY KEY
5F Possible Fumble, Otherwise Gain Listed 10+ Yards Listed plus 1 D6
5 Yards Gained Rushing 90+ Possible Fumble, Otherwise Gain Listed
5+ Medium Gain. Yards Listed plus 1 D6
0 Stuffed for No Gain
-2 Yards Lost
B Breakaway; Consult Breakaway Chart
15+ Medium Gain. Yards Listed plus 1 D6; Possible Fumble
PUNTING TABLE CC PUNT TABLE
Z Y X W V U T S R Q P O N M L K J I H G F E D C B A A B C
11 40 27 35 45 31 35 38 37 40 48 51 39 42 45 39 60 61 63 43 60 55 43 39 44 42 41 11 11 3 9 12 11
12 31 27 34 30 46 50 50 53 51 35 41 36 40 43 44 35 38 37 58 42 37 38 64 63 50 65 12 12 17 8 13 12
13 37 40 37 44 38 33 46 39 50 43 34 39 55 47 54 37 41 63 40 41 40 50 48 43 41 46 13 13 3 14 7 13
14 38 34 42 36 48 50 34 38 45 33 44 34 39 50 38 43 37 40 48 64 36 38 61 48 51 49 14 14 15 17 12 14
15 38 29 41 32 44 35 36 36 46 43 38 39 56 56 57 45 53 43 61 54 45 50 50 48 57 44 15 15 1 9 13 15
16 37 42 40 40 43 42 46 37 43 58 40 39 41 40 55 43 41 37 47 42 54 54 52 41 57 45 16 16 3 17 17 16
21 33 41 36 30 37 45 36 35 34 56 41 43 43 61 52 44 62 40 36 55 60 49 60 61 43 50 21 21 13 3 14 21
22 27 42 40 41 35 41 36 42 38 55 36 38 36 39 45 50 48 47 55 46 52 42 45 37 43 56 22 22 1 4 13 22
23 27 30 30 36 38 41 48 60 36 37 34 54 39 34 61 37 37 46 49 44 40 47 41 51 42 42 23 23 8 13 19 23
24 29 27 42 41 46 45 38 50 34 37 39 61 44 56 45 47 35 38 45 55 40 48 63 40 39 45 24 24 13 19 11 24
25 41 30 43 34 40 34 40 34 39 45 36 40 40 37 34 52 62 36 61 38 45 39 38 65 67 67 25 25 8 5 12 25
26 36 39 29 39 39 32 33 42 39 40 47 58 45 35 34 50 46 35 45 57 42 42 52 50 51 42 26 26 6 6 9 26
31 36 42 42 29 35 42 34 42 39 48 37 58 39 39 34 36 58 46 64 55 61 66 60 37 44 46 31 31 6 5 7 31
32 31 40 30 32 45 34 40 39 38 40 39 46 39 36 40 42 48 41 41 40 38 37 44 38 52 46 32 32 9 21 8 32
33 36 34 39 44 30 37 44 47 45 53 34 52 51 51 55 62 45 40 44 47 46 37 39 58 49 44 33 33 8 13 16 33
34 28 32 39 32 30 33 38 39 37 40 47 48 35 37 39 35 36 39 49 66 51 50 54 44 44 46 34 34 7 6 9 34
35 27 36 31 41 31 34 50 41 33 37 34 42 53 34 43 57 37 35 37 49 60 44 49 43 43 46 35 35 10 9 7 35
36 41 39 41 40 41 34 37 48 40 48 44 35 42 42 61 39 47 39 42 52 60 42 50 65 42 57 36 36 3 4 9 36
41 37 40 30 31 38 36 44 36 59 60 44 38 50 40 35 43 52 54 42 40 37 40 48 55 59 63 41 41 1 3 6 41
42 26 35 37 40 40 50 33 56 34 33 37 34 36 34 55 57 35 57 42 58 45 53 63 52 41 43 42 42 10 4 7 42
43 29 37 42 38 32 45 36 50 40 34 50 34 50 44 40 64 51 43 48 53 45 44 45 38 56 45 43 43 7 18 8 43
44 39 33 36 37 43 43 35 38 39 45 54 37 35 61 45 54 45 60 57 38 48 63 53 40 56 40 44 44 5 5 TB 44
45 37 28 42 31 48 35 33 34 41 43 56 38 51 50 46 45 35 35 37 45 57 51 45 54 41 54 45 45 2 2 TB 45
46 35 36 43 37 31 45 41 39 45 38 39 34 52 35 38 55 39 47 37 41 44 38 49 52 41 68 46 46 21 2 TB 46
51 37 32 30 33 39 38 38 52 35 39 38 37 34 49 34 44 49 37 39 37 45 41 53 42 52 40 51 51 2 TB TB 51
52 40 39 34 38 35 47 39 49 57 34 35 44 40 47 53 53 44 63 37 38 48 43 45 49 47 40 52 52 2 TB TB 52
53 33 39 33 40 36 35 37 34 36 37 40 36 44 36 35 46 39 53 38 45 51 53 43 46 57 55 53 53 TB TB TB 53
54 38 29 31 36 40 32 39 34 41 33 54 54 62 45 39 37 36 39 35 52 47 61 43 58 55 49 54 54 TB TB TB 54
55 26 34 28 45 32 45 35 42 34 38 45 40 35 37 41 38 64 60 43 43 55 41 47 56 42 41 55 55 TB TB TB 55
56 34 41 36 37 32 33 47 41 44 44 46 38 42 36 58 41 51 36 54 41 65 65 48 51 52 45 56 56 TB TB TB 56
61 41 27 39 32 43 39 41 36 51 44 42 63 38 60 35 36 45 36 51 44 46 57 43 44 61 54 61 61 TB TB TB 61
62 35 41 34 31 33 47 44 34 34 38 44 37 54 40 38 40 46 62 49 43 36 38 48 51 67 70 62 62 TB TB TB 62
63 38 42 27 38 35 34 48 35 53 44 40 52 56 54 41 38 48 42 64 38 61 52 37 51 49 54 63 63 TB TB TB 63
64 35 31 36 41 35 36 36 35 41 44 53 44 36 44 39 42 51 63 45 46 37 61 51 54 42 65 64 64 TB TB TB 64
65 28 37 40 38 42 34 53 40 41 34 48 38 38 41 58 40 41 54 45 37 39 52 41 47 62 57 65 65 TB TB TB 65
66 26 31 30 44 38 35 37 33 39 33 51 50 37 52 42 35 37 52 44 49 45 61 37 50 46 40 66 66 TB TB TB 66

KEY KEY
26 Punt Yardage; Possible Fumble TB Touchback
5 Punt Yardage 6 OB at Yardline indicated
44 Punt Yardage; No Return 18 Return from Yardline indicated
KICK OFF TABLE ON SIDE KICK TABLE SQUIB KICK TABLE FUMBLE RETURN INT RETURN
A B C D E A B C D E A B C D E A B C A B C
11 1 12 12 9 17 11 11 11 11 11 11 11 11 11 10 38 40 40 40 11 11 50+ 30+ 20+ 11 11 90+ 50+ 30+ 11
12 5 8 20 20 8 12 12 12 12 12 12 12 12 12 15 15 15 24 25 12 12 40+ 20+ 10+ 12 12 70+ 40+ 20+ 12
13 5 13 13 4 19 13 13 13 13 13 13 13 13 13 20 20 20 20 20 13 13 50+ 20+ 10+ 13 13 70+ 40+ 20+ 13
14 2 -1 14 15 20 14 14 14 14 14 14 14 14 14 21 21 21 21 21 14 14 40+ 20+ 10+ 14 14 70+ 40+ 20+ 14
15 -5 14 17 15 14 15 15 15 15 15 15 15$ 15 15 22 22 22 22 22 15 15 50+ 20+ 10+ 15 15 70+ 40+ 20+ 15
16 -5 3 11 13 22 16 16 16 16 16 14$ 11 16 16 23 23 23 23 23 16 16 40+ 10+ ++ 16 16 70+ 40+ 20+ 16
21 2 10 10 8 21 21 21 15 15 13$ 11 12 21 21 24 24 24 24 24 21 21 50+ 10+ ++ 21 21 70+ 40+ 20+ 21
22 11 4 7 14 9 22 22 12 12$ 11 12 13 22 22 25 25 25 25 25 22 22 40+ 10+ ++ 22 22 70+ 40+ 20+ 22
23 11 1 19 12 13 23 23 13$ 11 12 13 14 23 23 26 26 26 26 26 23 23 10+ 10+ ++ 23 23 70+ 40+ 20+ 23
24 7 -1 2 5 10 24 24 11 12 13 14 15 24 24 27 27 27 27 27 24 24 10+ 10+ + 24 24 70+ 40+ 20+ 24
25 5 15 6 5 19 25 25 12 13 14 15 16$ 25 25 28 28 28 28 28 25 25 10+ 5+ 5+ 25 25 50+ 30+ 10+ 25
26 -6 12 3 13 10 26 26 13 14 15 16$ 15 26 26 29 29 29 29 29 26 26 + 5+ 5+ 26 26 50+ 30+ 10+ 26
31 5 0 16 8 12 31 31 14 15 16$ 15 14 31 31 30 30 30 30 30 31 31 + 5+ 5+ 31 31 50+ 30+ 10+ 31
32 7 14 8 14 19 32 32 15 16$ 15 14 13 32 32 31 31 31 31 31 32 32 + 5+ 5+ 32 32 50+ 30+ 10+ 32
33 1 0 10 6 17 33 33 16$ 15 14 13 12 33 33 32 32 32 32 32 33 33 + 5+ 5+ 33 33 50+ 30+ 10+ 33
34 -5 7 2 15 9 34 34 15 14 13 12 11 34 34 33 33 33 33 33 34 34 5+ 5+ 5+ 34 34 50+ 30+ 10+ 34
35 -4 4 4 10 16 35 35 14 13 12 11 12 35 35 34 34 34 34 34 35 35 5+ ++ 5+ 35 35 50+ 30+ 10+ 35
36 10 6 19 14 10 36 36 13 12 11 12 13 36 36 35 35 35 35 35 36 36 5+ ++ ++ 36 36 40+ 20+ 5+ 36
41 -2 14 12 10 9 41 41 12 11 12 13 14 41 41 36 36 36 36 36 41 41 5+ ++ ++ 41 41 40+ 20+ 5+ 41
42 8 0 12 7 14 42 42 11 12 13 14 15 42 42 37 37 37 37 37 42 42 5+ ++ ++ 42 42 40+ 20+ 5+ 42
43 -1 12 12 19 19 43 43 12 13 14 15 16 43 43 21 21 38 38 38 43 43 5+ ++ ++ 43 43 40+ 20+ 5+ 43
44 8 13 17 20 18 44 44 13 14 15 16 15 44 44 22 22 39 39 39 44 44 5+ ++ ++ 44 44 40+ 20+ 5+ 44
45 11 10 5 11 19 45 45 14 15 16 15 14 45 45 23 23 30 30 30 45 45 ++ ++ + 45 45 40+ 20+ 5+ 45
46 -1 1 0 4 14 46 46 15 16 15 14 13 46 46 24 24 31 31 31 46 46 ++ ++ + 46 46 40+ 20+ 5+ 46
51 -6 0 9 13 8 51 51 16 15 14 13 12 51 51 25 25 32 32 32 51 51 ++ + + 51 51 30+ 10+ ++ 51
52 6 13 6 11 16 52 52 15 14 13 12 11 52 52 26 26 33 33 33 52 52 ++ + + 52 52 30+ 10+ ++ 52
53 4 4 9 17 13 53 53 14 13 12 11 17$ 53 53 27 27 34 34 34 53 53 ++ + + 53 53 30+ 10+ ++ 53
54 8 4 9 12 19 54 54 13 12 11 17$ 15 54 54 28 28 35 35 35 54 54 + + -5+ 54 54 30+ 10+ ++ 54
55 -6 1 14 17 20 55 55 12 11 17$ 15 14 55 55 29 29 36 36 36 55 55 + + -5+ 55 55 30+ 10+ ++ 55
56 9 4 8 14 12 56 56 11 17$ 15 14 P 56 56 30 30 37 37 P 56 56 + -7+ -7+ 56 56 30+ 10+ + 56
61 11 5 11 10 11 61 61 17$ 15 14 P P 61 61 31 31 26 P P 61 61 + -7+ -7+ 61 61 20+ + + 61
62 7 15 0 15 21 62 62 15 14 P P P 62 62 32 24* P P P 62 62 -5+ -7+ -9+ 62 62 20+ + + 62
63 -1 7 7 20 20 63 63 14 P P P P 63 63 24* P P P P 63 63 -5+ -7+ -9+ 63 63 20+ + + 63
64 5 4 7 4 9 64 64 P P P P P 64 64 P P P P P 64 64 -5+ -7+ -9+ 64 64 -5+ -7+ -9+ 64
65 -5 9 13 11 15 65 65 P P P P P 65 65 P P P P P 65 65 -5+ -7+ -9+ 65 65 -5+ -7+ -9+ 65
66 4 14 13 16 21 66 66 P P P P P 66 66 P P P P P 66 66 90+ 50+ 30+ 66 66 90+ 50+ 30+ 66

KEY KEY
15 Kick travels yardage listed; Kicking Team recovers ++ Return Yardage equals 2 D6's added
11 Kick travels yardage listed; Receiving Team recovers + Return Yardage equals 1 D6
$ Kick is returnable using Squib Return -5+ -5 Plus 1D6
P Kick does not travel 10 yards. 5 YD Pen. Re-Kick 10+ Yards Listed plus 1 D6
P Kick goes out of bounds. Place at 40-YD Line ++ Return Yardage equals 2 D6's added; Possible Fumble
Kick-Offs and Squib Kicks are listed as Yard line where received 40+ Yards Listed plus 1 D6; Possible Fumble
KICK OFF RETURN TABLE
Z Y X W V U T S R Q P O N M L K J I H G F E D C B A SQUIB
11 20 19 23 10 22 23 23 22 20 23 14 26 29 18 17 29 33 21 39 35 33 39 37 28 36 38 11 + 11
12 B 16 13 9 20 21 21 15 25 17 28 B 28 33 31 22 B 33 39 36 34 28 B 35 29 48 12 5+ 12
13 20 B 17 18 16 11 26 17 26 17 22 19 B 28 30 25 32 B 31 37 30 33 42 B 30 32 13 20+ 13
14 6 12 B 22 21 24 10 18 15 20 17 27 30 B 30 32 21 30 B 30 28 22 26 43 B 41 14 5+ 14
15 7 14 17 B 11 17 12 26 17 20 31 21 21 24 B 34 35 37 39 B 40 37 41 38 33 B 15 50+ 15
16 17 14 13 19 B 24 19 27 22 27 29 24 25 32 26 B 18 22 23 25 B 41 43 40 44 49 16 5+ 16
21 9 12 17 17 18 B 26 26 26 23 29 30 23 20 31 25 B 29 27 33 31 B 35 29 34 34 21 10+ 21
22 18 6 12 16 17 16 B 17 18 13 27 30 28 30 30 25 27 B 25 36 38 40 B 44 45 33 22 5+ 22
23 17 20 6 11 18 25 26 B 23 28 17 23 23 23 21 18 32 24 B 34 31 40 38 B 36 44 23 10+ 23
24 15 5 22 16 10 23 11 21 B 18 26 26 29 30 20 35 30 29 29 B 24 35 30 38 B 38 24 5+ 24
25 9 20 21 22 23 16 17 13 19 B 15 31 21 27 32 32 33 28 37 30 B 30 41 35 40 B 25 50++ 25
26 16 18 18 14 19 18 23 23 12 14 B 20 30 21 30 23 31 37 34 28 38 B 42 32 37 30 26 5+ 26
31 13 18 9 16 9 21 19 27 26 30 27 B 18 32 33 30 32 26 30 29 37 24 B 29 43 39 31 5+ 31
32 15 10 20 23 15 9 14 22 21 23 26 30 B 26 33 28 22 35 30 23 35 30 38 B 36 35 32 5+ 32
33 5 15 16 17 25 21 27 27 22 25 31 27 25 B 26 27 33 37 34 33 32 23 39 25 B 32 33 5+ 33
34 10 9 22 23 21 12 26 23 23 25 18 25 25 26 B 26 31 30 23 33 33 24 41 42 39 B 34 20++ 34
35 14 11 12 11 16 25 15 24 16 18 16 19 33 26 20 B 32 29 28 34 39 41 29 45 43 29 35 5+ 35
36 15 5 13 22 19 18 16 20 14 21 21 32 22 23 26 24 B 32 25 40 39 34 30 44 40 40 36 + 36
41 19 7 13 19 16 22 18 11 27 26 25 26 26 30 23 31 20 B 33 31 37 24 23 41 42 46 41 + 41
42 12 13 6 24 12 14 23 16 26 28 29 19 32 23 26 23 35 28 B 24 28 42 42 33 38 38 42 5++ 42
43 10 12 10 7 17 12 17 20 20 28 16 27 28 22 19 27 20 26 39 B 35 32 42 37 26 47 43 ++ 43
44 11 19 19 12 15 25 21 23 14 15 21 17 33 25 21 23 35 20 23 33 B 30 34 42 32 38 44 5++ 44
45 7 15 18 8 23 17 25 17 13 22 18 22 19 23 23 33 35 28 33 35 22 B 37 27 35 39 45 10+ 45
46 17 19 18 16 9 13 24 13 22 24 30 25 30 18 28 34 18 22 33 21 39 37 B 30 38 43 46 + 46
51 12 15 17 11 16 20 18 22 17 26 30 25 31 18 26 29 23 39 39 38 30 40 34 B 36 48 51 + 51
52 15 7 10 14 21 9 15 20 17 19 16 17 32 22 30 34 33 39 36 39 32 41 34 27 B 50 52 + 52
53 12 22 14 23 13 11 15 16 27 21 28 20 20 33 33 25 24 25 35 37 38 25 36 42 44 B 53 10+ 53
54 15 15 9 10 16 20 17 18 23 23 22 15 27 33 22 34 29 38 32 27 32 40 42 38 37 50 54 + 54
55 16 17 17 15 20 24 16 16 13 16 24 26 19 31 30 35 32 29 35 33 38 36 42 38 35 27 55 + 55
56 11 14 15 12 24 23 16 16 25 21 23 19 19 31 28 24 30 20 27 36 36 41 26 31 45 29 56 10+ 56
61 6 22 22 13 22 13 21 19 25 24 17 18 30 25 28 24 33 32 28 29 40 33 25 33 39 35 61 ++ 61
62 7 10 7 7 24 16 24 12 28 27 20 32 17 32 30 27 30 30 34 22 39 39 38 25 34 34 62 ++ 62
63 16 12 10 21 8 17 12 15 28 27 22 31 24 21 23 27 24 32 38 35 20 37 24 36 25 48 63 10++ 63
64 14 11 15 21 10 10 11 25 23 21 23 24 18 20 26 31 23 24 21 20 35 33 35 32 38 29 64 ++ 64
65 12 17 12 18 9 21 18 20 20 18 24 22 26 32 28 34 35 33 25 37 37 30 26 45 39 29 65 10++ 65
66 15 21 22 20 18 14 23 28 12 17 25 25 19 31 33 33 29 39 26 30 21 39 37 37 41 28 66 ++ 66

KEY
26 Return as listed; Possible Fumble
5 Return Yardage
B Breakaway; Consult Breakaway Chart
+ Roll 1 D6 for Return Yardage
++ Roll 2 D6 and add them for Return Yardage
10+ 10 yards plus 1 D6
10++ 10 yards plus 2 D6's added
PUNT RETURN TABLE
Z Y X W V U T S R Q P O N M L K J I H G F E D C B A
11 -6 7 2 14 0 13 11 16 16 12 7 13 21 10 1 22 24 21 20 2 0 27 30 30 12 26 11
12 10 -3 7 3 2 2 0 7 14 13 2 18 17 20 22 17 19 9 16 29 26 27 28 34 33 38 12
13 6 6 -4 10 12 11 3 1 16 15 17 4 18 6 17 0 23 23 16 33 31 34 28 32 17 39 13
14 0 4 8 -2 0 2 15 13 13 15 13 11 15 21 11 13 6 7 B 22 10 24 20 32 28 17 14
15 1 1 8 1 4 12 -4 13 15 6 19 6 13 7 15 22 30 12 5 3 16 10 32 31 12 33 15
16 5 7 6 7 5 12 0 13 8 16 10 19 19 15 16 24 9 0 34 2 35 9 33 35 30 14 16
21 7 10 9 B 7 11 10 13 9 15 B -2 14 11 5 7 11 8 30 17 32 18 30 25 37 12 21
22 3 4 -1 14 4 14 14 2 8 6 18 16 1 7 5 24 8 6 3 4 16 7 19 36 24 5 22
23 7 6 1 -4 0 3 B 15 16 14 14 4 14 14 B 23 11 13 13 28 B 36 17 B 30 B 23
24 10 B 5 -4 8 9 1 -3 -1 15 11 9 21 -1 23 23 16 24 9 11 33 29 26 39 34 13 24
25 10 3 11 -5 B 11 14 11 10 8 15 16 -2 17 23 23 8 B 30 18 15 34 33 12 34 27 25
26 1 4 5 8 2 8 15 10 16 B 12 14 6 20 10 19 26 27 12 12 29 30 33 12 38 10 26
31 1 9 2 3 11 3 14 5 14 13 8 10 17 11 23 24 29 29 16 22 28 30 16 28 35 30 31
32 9 0 B 12 8 5 8 3 7 16 1 18 12 8 22 8 27 30 34 30 10 12 32 29 B 29 32
33 10 3 12 0 1 15 2 16 6 12 4 18 20 7 21 22 12 17 8 12 26 22 15 23 B 39 33
34 9 4 4 4 14 7 13 14 B 5 16 18 21 21 12 19 28 27 23 27 12 25 9 0 9 37 34
35 0 10 2 11 6 13 16 9 17 16 15 14 20 18 14 -1 1 4 30 15 23 14 0 32 19 37 35
36 -5 11 1 -1 -3 10 15 14 13 3 7 17 -2 20 22 14 0 20 3 B 20 24 32 30 35 28 36
41 2 -1 10 15 10 -3 12 3 12 8 7 11 15 18 24 11 26 7 34 34 18 22 26 8 5 3 41
42 -3 3 11 8 1 -4 5 4 3 15 -2 17 22 3 7 21 25 24 17 20 5 7 B 35 32 33 42
43 0 -3 -6 8 8 12 3 13 16 8 1 8 14 7 13 17 B 28 22 1 B 25 30 10 16 38 43
44 -1 10 -5 -2 6 10 15 15 6 15 17 2 -1 8 23 14 8 16 28 30 33 24 16 36 31 31 44
45 9 3 3 13 5 -3 13 -3 8 16 18 15 B 22 25 0 22 25 14 13 34 34 24 25 12 B 45
46 1 -4 6 2 14 1 4 14 17 2 18 19 3 16 15 23 13 17 15 31 22 23 27 17 3 16 46
51 -4 7 3 -1 13 3 -3 -3 8 3 12 19 19 B 21 19 13 29 31 19 13 7 31 31 21 5 51
52 B -3 9 10 13 11 -2 10 1 8 20 11 14 22 14 24 16 28 0 28 12 27 11 15 B B 52
53 2 1 4 3 7 -2 15 B 17 18 11 19 11 23 3 B 7 25 12 30 30 3 5 4 38 35 53
54 -5 -1 -2 5 -3 5 3 10 0 4 18 14 15 21 21 18 28 23 32 26 35 30 9 36 27 11 54
55 3 -5 4 2 13 -4 -4 3 1 13 19 20 21 23 8 23 18 -1 30 33 20 32 28 8 32 39 55
56 2 6 -1 11 8 11 5 6 11 17 7 14 17 15 21 22 27 30 22 17 25 16 27 32 23 36 56
61 -3 3 3 13 2 3 10 12 10 13 18 8 18 11 6 4 30 28 27 12 26 25 34 33 24 36 61
62 -5 -3 8 4 0 -1 5 11 -2 7 16 14 12 24 24 -1 15 22 11 26 35 B 11 9 31 27 62
63 -6 4 2 -5 11 B 10 16 13 8 19 12 17 4 16 20 20 17 14 34 1 28 31 9 20 37 63
64 -1 0 1 5 6 5 9 9 4 11 19 19 12 20 13 21 16 16 17 28 8 7 19 B 35 5 64
65 -6 -6 10 -3 6 15 14 13 17 3 2 6 20 23 23 23 29 21 25 33 12 33 33 21 25 33 65
66 -3 -2 -3 9 0 16 10 5 5 12 0 B 11 21 14 24 15 24 30 22 29 B B B 19 B 66

KEY
26 Return as listed; Possible Fumble
5 Return Yardage
B Breakaway; Consult Breakaway Chart
PASSING TABLE FUMBLE TABLE
Z Y X W V U T S R Q P O N M L K J I H G F E D C B A A B C D
11 F F F F F F F F F F F F F F F F F F F F F F F F F F 11 11 F F F F 11
12 F F F F F F F F F F F F F F F F F F F F F F F F F F 12 12 F F F F 12
13 C C C C C C C C C C C C C C C C C C C C C C C C C C 13 13 F F F F 13
14 C C C C C C C C C C C C C C C C C C C C C C C C C C 14 14 F F F F 14
15 C C C C C C C C C C C C C C C C C C C C C C C C C 15 15 F F F 15
16 C C C C C C C C C C C C C C C C C C C C C C C C 16 16 F F F 16
21 C C C C C C C C C C C C C C C C C C C C C C C 21 21 F F F 21
22 C C C C C C C C C C C C C C C C C C C C C C 22 22 F F 22
23 C C C C C C C C C C C C C C C C C C C C C 23 23 F F 23
24 C C C C C C C C C C C C C C C C C C C C 24 24 F F 24
25 C C C C C C C C C C C C C C C C C C C 25 25 F F 25
26 C C C C C C C C C C C C C C C C C C 26 26 F 26
31 C C C C C C C C C C C C C C C C C 31 31 F 31
32 C C C C C C C C C C C C C C C C 32 32 F 32
33 C C C C C C C C C C C C C C C 33 33 F 33
34 C C C C C C C C C C C C C C 34 34 34
35 C C C C C C C C C C C C C 35 35 35
36 C C C C C C C C C C C C 36 36 36
41 C C C C C C C C C C C 41 41 41
42 C C C C C C C C C C 42 42 42
43 C C C C C C C C C 43 43 43
44 C C C C C C C C 44 44 44
45 C C C C C C C 45 45 45
46 C C C C C C 46 46 46
51 C C C C C 51 51 51
52 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 S6 52 52 52
53 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 S5 53 53 53
54 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 S4 54 54 54
55 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 S3 55 55 55
56 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 S2 56 56 56
61 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 S1 61 61 61
62 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 I5 62 62 62
63 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 I4 63 63 63
64 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 I3 64 64 64
65 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 I2 65 65 65
66 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 I1 66 66 66

KEY KEY
F Possible Fumble, Otherwise Complete Pass F FUMBLE! Consult Fumble Lost Rating
C Complete Pass No Fumble
S6 Possible Sack, Otherwise Complete Pass
S4 Possible Sack, Otherwise QB Hurry
Incomplete Pass
I 5 Possible Interception, Otherwise Incomplete Pass
DEFENSIVE PLAY CALL OFFENSIVE PLAY CALL
1 2 3 4 5 6 1st Down 2nd Down 3rd Down
11 RUN RUN RUN 11
First and Second Down PASS NORMAL NORMAL NORMAL KEY BLITZ
12 RUN RUN RUN 12
13 RUN RUN RUN 13
2nd and Long; 3rd and Long PASS PASS PASS PASS BLITZ BLITZ
14 RUN RUN RUN 14
15 RUN RUN RUN 15
Short Yardage or Run Situation NORMAL NORMAL KEY KEY BLITZ BLITZ
16 RUN RUN RUN 16
21 RUN RUN RUN 21
22 RUN RUN RUN 22
23 RUN RUN RUN 23
24 RUN RUN PASS 24
25 RUN RUN PASS 25
26 RUN RUN PASS 26
31 RUN RUN PASS 31
32 RUN RUN PASS 32
33 RUN RUN PASS 33
34 RUN RUN PASS 34
35 RUN PASS PASS 35
36 RUN PASS PASS 36
41 RUN PASS PASS 41
42 PASS PASS PASS 42
43 PASS PASS PASS 43
44 PASS PASS PASS 44
45 PASS PASS PASS 45
46 PASS PASS PASS 46
51 PASS PASS PASS 51
52 PASS PASS PASS 52
53 PASS PASS PASS 53
54 PASS PASS PASS 54
55 PASS PASS PASS 55
56 PASS PASS PASS 56
61 PASS PASS PASS 61
62 PASS PASS PASS 62
63 PASS PASS PASS 63
64 PASS PASS PASS 64
65 PASS PASS PASS 65
66 PASS PASS PASS 66
TEAMS 1 2 3 4 OT FINAL TOTAL YARDS Q1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Q2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Q3 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Q4 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

V TD INT SACKS H TD INT SACKS


Quarterback Quarterback
ATT COMP ATT COMP

ATT COMP ATT COMP

V H
Rushing 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Rushing 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Receiving 1 2 3 4 5 6 7 8 9 10 11 12 REC YARDS TD Receiving 1 2 3 4 5 6 7 8 9 10 11 12 REC YARDS TD

Punt Ret Punt Ret


Kick Ret Kick Ret
FG FG
Punts Punts
Sacks Sacks
Interception Interception
Fumbles Fumbles
Scoring Summary QTR Team Score Scoring Summary QTR Team Score

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