January and March 2017:
1. Section 7.5.4 has been partly rewritten. For the most common interception, beyond the Off 20 and 6-10yards downfield, the return using an ordYc is standardised at the odd in full and even add 50%. The steps are changed so no longer can even drop back to in full; once odd ordYc are doubled, the next step for ordYc is to doubled (200%) or doubled again (from 150% to 300%).
2. There was an error in Rule 188.8.131.52 – for this scenario to occur Off has to suffer at least two A-fouls.
3. 11.11 and 11.18.2 have been reworded to make clearer.
4. Section 11.22 has been simplified and reworded. If the GC was running and Off want to use a (non- CCTO) TO in order to avoid the DoG then the time of this is defined as the STI or RTI of the previous play, in line with other A-fouls or I-Sub.
5. 12.3 and 12.6 have been changed in conjunction with 11.22 to improve definition of CCTO.
6. Section 184.108.40.206 has been rewritten such that if Off is winning in Q4 but not in a position to rush minus one, he cannot Throw Away on 1st or 2nd Down unless the FGA is almost automatic. That is LofS Def 1-10.
7. Section 16.7.3 is introduced limiting use of Yc82 on KOR for both teams after the 2MW in Q2 and when Off leads in Q4, by 1-7 points between the LFM and 2MW or by 1-3 points after the 2MW.
8. Section 16.10.9 has been rewritten regarding “spiking” due to a scenario where Off had no TOL but after 1st Down realised no prospect of improving chance of FG due to Oc held and nearly a minute left. So if the intended spike is on a 1st or 2nd Down, then Off must use an IE of 10secs.
9. Section 16.11.7 is introduced to avoid the situation where Def can choose order of PInc/Sk responding to PP in Q4 to minimise the chance of a penalty, particularly Def Order B. It only applies where one or more Pen? is discarded at the very beginning of Q2 or Q4
May 2017: Several rule clarifications, rewordings and a few repositioning. The only significant change is after the LFM. A new OOB sequence can only be initiated under defined circumstances, see Section 16.4.2, although the first play after the LFM may be an OOB pass with PtoWR and Yc6-10 if the immediately preceding play was by rule before the LFM, by the same team. There is no major change to the instigation of "hurry-up" after the LFM, but there is now a dispensation for a pass and a Rush Yc1 in either order (see Section 16.10.5)
July 2017: Several minor rule clarifications
There are three packs of cards supplied distinguishable by the black, blue and red tear-offs.
Where practical - that is, at least three of each card, these have been spread as equally as possible throughout each pack to ease understanding and keep production costs reasonable. In order to equalise the number of cards and use up all spaces a number of blank faces are included.
The three top title cards and bottom CE in each pack should be retained as faces include some useful crib information that may avoid resorting to the full rules in some circumstances.
The second card from the top, a Down Penalty, and second card up from the bottom, a Defense, are blank faced for all three packs. Apart from a little extra protection to the actual game cards, these are suitable to act as spares or for further trial modifications if required - either by the Designer or end user.
It should then be a straightforward task sorting the five decks starting with Down Penalty (36) and Defense (60). Offense (64) includes two blank faces whilst Kick Return Penalty and Kick, both 20-card decks include one blank each.
Therefore each First Edition commercial set includes 200 cards for the Full Game, 10 blank faces and three each of top-title and CE making 216 altogether.
The standard Kick-off is maintained from the 30-yard line. This is because I happen to like Kick-off returns, it is more straightforward if they are from within the field of play, and there is a much greater range of possibilities of starting LofS.
The touchback for a KO into the EZ is also maintained at the Off 20, but there is no reason why you cannot change this to the 25 if you so wish.
The game is unashamedly Pass and Q4 biased as a deliberate attempt to keep as many games as competitively interesting for as long as is reasonably practical. That said, whilst you most certainly cannot win a game in Q1, bad luck and errors can mean that you get so far behind that it is possible to lose a game before half-time.
There are elements of structure/defined plays that a chess player can relate to; there are elements of sequencing that a Rummy card player will recognise and there are opportunities for confusion and deception akin to Poker. Contract Bridge players may readily relate with tactics in play similar to the finesse and the Duplicate element for Q2 and Q3, which adds an important dimension to the game. Most importantly the game is intended to encourage thought, and occasionally analyse how an alternative play might have lead to a better result, be it on Offense or Defense.
This game is purely a compromised numerical interpretation, or mathematical model, of the game of American Football for entertainment and educational purposes.
None of the rules are cast in stone and indeed the ongoing evolution of the sport may result in further changes in the future to more closely resemble the numerical side of the real game.
Indeed, as part of the educational remit of this project, experienced game players are actively encouraged to try out their own variations, perhaps utilising some of the spare blank cards included.
Use of words such as "Illegal" or "Ineligible" pertains purely to the interpretation of a penalty in a particular situation for this game only and has no meaning in the legal sense for any other action outside of the remit of these rules.
The Two Minute Warning is a traditional card game based on the NFL rules of American Football.
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American Football Game