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Statis-Pro Football Game Rules

The official Statis-Pro Football 5th Edition rules. This is one of the best tabletop football games.

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0% found this document useful (0 votes)
160 views8 pages

Statis-Pro Football Game Rules

The official Statis-Pro Football 5th Edition rules. This is one of the best tabletop football games.

Uploaded by

forest.heitert
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

STATIS-PRO FOOTBALL

or on no back at all. One is a Pass


Defense. One is a Prevent Defense. and
finally. the Blitz.

The Avalon Hill Game Company’s Trademark for its game of Professional Football. How to Blitz, If the defense calls a Blitz.
this must be announced immediately
5 TH
EDITION RULES BEFORE the offense reveals its play
call. At this time. the defense must
remove at least two. and up to five,
linebackers or defensive backs from
the Display.
INTRODUCTION the flanker position. If two backs are in These are the players chosen to blitz
use, a single wide receiver may be used the passer. (They are placed back on
STATIS-PRO FOOTBALL is a as a flanker. If only one running back is the Display after the current play has
man-to-man simulation of pro football being utilized. then a second wide been fully resolved.)
based upon actual statistical receiver or tight end may assume the
performances in the NFL over the past open running back slot, but must be When picking a play or defense.
season. designated as "Flanker-2." Note that players ither secretly mark the
only one player may be placed per box appropriate circle on the Play
EQUIPMENT on the Offensive Display. Also note that Selection Chart, or use the proper
receivers are categorized as either play cards (1987 edition).
I. Football Field, 2 Offensive, 2 Defensive "WR" or "TE" on the individual player
Displays. cards.
2. Rules Folder FAST ACTION CARDS
3. Scorepad 2. Defensive Display, The Defensive
4. Football and First Down Marker Display consists of 15 boxes. subdivided There are 109Fast Action Cards C"FAC")
5. Player Cards and Fast Action Cards into three rows of five boxes apiece. in the game, 13 of these are special "Z"
Row I is the Defensive Line, Row 2 is cards. and the remainder are "normal"
HOW TO PLAY the Linebi!cker area, Row 3 is the cards. Before the start of play. the FAC
secondary or Defensive Back alignment. deck should be thoroughly shuffled and
Unless otherwise stated, all rules of pro placed. facedown. near the board. Then,
football apply to the game. Adhere to Row I, At least three, and up to ten as plays are undertaken. the players will
the following sequence when resolving cards, must be maintained in Row I. flip the topmost card over, revealing its
each play, Zero, one or two players may be placed informational side. After this card is
per box. Only ends, tackles and used. it is temporarily discarded after
I. Substitution, The offense and linebackers can occupy any boxes in which the next FAC is flipped over. One
defense may freely substitute players on Row I. These boxes are labeled A, B. C. card is used for ONE READING or
their respective squads as long as nb D and E. Result. This process continues until all of
more than II players are on a Display at the FAC have been used, after which
a given time. Row 2, From zero to five players must the deck is. once again. thoroughly
be maintained in Row 2. all of which reshuffled, and used in the same fashion.
2. Offense/Defense, The defensive must be Linebackers. Only one player
player secretly chooses a defense and per box. and the boxes are labeled F, G. Every FAC contains a Play Directive
strategy, the offensive player sec,-etly H. 1 and J. for each offensive play call. When
chooses a play. player and strategy. resolving a play. the appropriate
Row 3, From zero to six players must directive of the first FAC flipped will tell
3. Formation, The defense may adjust be maintained in Row 3. all of which the players how to begin to determine
the formation of its players. must be Defensive Backs (safeties or the result of that play. Sometimes, the
cornerbacks). These boxes are labeled players will have to consult the F AC's
4. Play Revelation, Both players reveal K. L. M.N and0. Only one player may numbers, of which there are two on
their calls. If a blitz is in effect. the be placed inside each box. EXCEPT each card, a Run Number and a Pass
defense must remove a certain number Number. Run Numbers are from I to 12.
FOR BOX L. in which zero. one or two
of players from its Display at this time. players MAY BE positioned. Pass Numbers from I to 48.
(These are the players involved in the Cornerbacks must be placed in Boxes K
Blitz.) and 0, the free safety must be located RUNNING PLAYS
in Box M, and the strong or tight safety
5. Resolution, The play is resolved. in Box N. Any defensive back may be Resolve runs according to the following
placed in Box L, but not until every procedure,
6. Time, The amount of time expended other box in Row 3 has already been
by the play is noted on the scorepad. occupied. I. The topmost FAC is flipped and
appropriate play under "RUNS" is
7. Two-Minute Offense, The offense NOTE, The defensive player may referred to. This will direct therun to,
may declare that it is commencing a change the arrangement of his (a) an offensive player, Cb) a defensive
"two minute offense." players on the Display BEFORE both box, Cc) an offensive player versus a
players reveal their calls on the defensive box. Although abbreviations
DISPLAYS chosen play. are listed at the end of this rules
booklet. it is helpful to remember that
Both players receive Displays on which PLAYS play directives always list offensive
their offensive and defense squads are players with a two-letter abbreviation
represented. No Display may ever have Nine plays are available to the offense, (e.g.. LG, BK. CN) and defensive boxes
more than II players on it at any given five runs and four passes. The runs are with a one- letter abbreviation (e.g., A.
time. Sweep Left CSL). Sweep Right CSR). E. D.
Inside Left C!L). Inside Right CIR). and
I. Offensive Display, Both players must End-Around CER). The passes are 2. The next F AC is flipped and its Run
always maintain FIVE linemen on their Quick CQK). Short CSH). Long CLG) and Number is referred to. Note that this
Offensive Displays, two tackles. two Screen (SC). Each offensive play must number may be modified (see "Run
guards. and one center. TWO ends signify the use of an offensive player(s) Number Modifiers").
must also be maintained at all times - one currently on the Display. An
Left and one Right. According to the End-Around can only be called when an 3. The modified Run Number is applied
whim of the owning player. these ends on-Display receiver possesses a Rushing to the Rush Column of the back who is
may be either Tight Ends or Wide Column. When a pass is being chosen carrying the ball. Next to this number
Receivers. One Quarterback must be on as the play. the coach must name will be a Yardage Figure indicating the
the Display at all times. In addition. both the intended receiver - which can be number of yards gained or lost on the
players must maintain at least one. and any non-lineman except the play.
up to three,running backs (labeled, "BKI, Quarterback. A long pass may not be
BK2." and, "BK3.") Finally. the offense called when the scrimmage line is 4. If. in Step I. the run was directed to
has the option of employing another within the opponent's 20-yard-line. an offensive player or players. this
wide receiver as a flanker. The number and a screen pass cannot be called player's Blocking Value CBV) modifies the
of wide receivers maintained on within the 5-yard-line. yardage result. Add or subtract the BV
the Offensive Display is dependent on from the yardage. yielding a final result
the number of running backs There are seven plays available to the on the play.
being employed. If three running defense. Four are Run Defenses.
backs are being used. then one back "keying" on one of three specific backs 5. If. in Step I. therun was directed to a
must occupy
Copyr-ight 1987 by tho Av•lon Hill Game Company 4S17 H111rford Rd., Oaltimore, M111r-yla.,,d 21214 A-7217 4/87 12580-3 9250001
above 12. SEE THE RUN NUMBER (Screen Pesses are resolved.
MODIFIERS TABLE FOR A SUMMARY differently).
OF ALL MODIFIERS.
defensive box or boxes, this box should I. The topmost FAC is flipped and the
be checked to see if it is occupied by Short Gains, Each player has been Passes section is consulted. Next to the
any players. If so. the yardage result given individual ratings for rushing - word, ALL, an offensive position or the
obtained in Step 3 is modified by adding under columns headed by N. SG and abbreviation, "ORIG," Cfor Original) is
or subtracting this player(s)'s Tackle LG. N. standing for Normal. is used to indicated. "Orig" means that the pass is
Value (TV) from the yardage. yielding a resolve most rushing results. whereas directed to the player originally indicated
final result. SG. short gain, comes up when T' is by the offensive player at the start of
called for under Column N. When SG is the play. An offensive position means
6. If, in Step I. the run was directed to in effect, obtain a new FAC numbe, that the original receiver on the play
an offensive player versus a defensive from I to 12. and obtain the rush is too heavily guarded, and the
box, add the offense BY of the player yardage from the SG column. As an quarterback is forced to "check off to
to the defensive player's TV, if the example. if a ball carrier has been a secondary receiver." Exception, If a
offensive player's BV is a NEGATIVE dir·ected to use FAC Run Number 3. pass is directed to a position that is
number, then subtract his BY from the then the yardage will be given across unoccupied at the moment, the pass 1s
defensive player's TV. When the result from "3" on the player's card. However. said to have been thrown away.
is ZERO. neither player's value comes if the Run Number had been "I," then a incomplete.
into play. and the yardage obtained in new FAC Run Number would be
Step 3 is the Final Yardage on the Play. obtained, and a new yardage figure 2. The next FAC is flipped and its Pass
found in the SG Column. A few players. Number is referred to. The
If the result is a positive number. the
with very low r·ushing gr·ades. will not quarterback's Passing Column is
offensive player has won the "trench or
have a Short Gainrating. consulted - in particular. the type of
blocking battle," and his ORIGINAL BY
(not the sum of the BV and TV) is pass that is being attempted (Quick.
Long Gains or Breakaway, The only Short or Long). The possible results
added to the play·s yardage as
time that the LG. Long Gain Column. on are, Complete CCOM). Incomplete <INC)
described in Step 4. If the result is a
the individual card is used is when the or Interception ONT).
negative number. the defensive player
fir·st drawn FAC relates. BREAK
has won the "blocking battle," and his
meaning that instead of any blocking or Completion Range, For all non-Screen
ORIGINAL TV is subtracted from the
tackling values. the running back has Passes, each quarterback has a
play·s yardage as described in Step 5. found daylight. He is on a bre<1kaway Completion Range. This is simply a
run. and you get the yardage by range of Pass Numbers on the
Special Cases, If a play is directed to obtaining a new Run Number and quarterback's card under the heading
two offensive players or two defensive applying it to the LG Column. "COM" <Complete). On all passes. the
boxes, add up the BVs or TVs of the
Completion Range is modified by TWO
indicated players before modifying the
End-Around Run, The offense may call FACTORS, 1) Defense currently in
play's yardage as described in Steps 4
an End-Around or Reverse Play only if effect, and 2) Pass Defense Value of the
and 5. However, any time a play is a tight end or wide receiver, currently defensive player (if any) guarding the
directed at a defensive box that is on Display, possesses a Rush column. A receiver to which the pass is ultimately
unoccupied, add TWO YARDS to the particular player may only have an directed.
result obtained in Step 3 (if a play is End-Around play directed to him ONCE
directed at two boxes, both would per game. To resolve an End-Around, Defenses and Passes, Consult the
have to be unoccupied for the consult the "ER" information on the first Defense/Pass Table (Page 5) to
two-yard bonus to be implemented). FAC card flipped. The result will either determine the effect of each defense on
If the FAC calls for an offensive player be the letters, "OK." or a negative the Completion Range of Quick. Short
versus a defensive box that is empty. do yardage figure. If "OK" appears, the and Long Passes. Note that some
not award this two-yard bonus, instead. End-Around may be resolved through defenses increase in effectiveness when
simply add that offensive player's BV to the procedure for any rushing play. the scrimmage line is within 20-yards of
the yardage. Finally, if a play is directed obtaining a Run Number from the next the defense's goal.
at a defensive box that is occupied by FAC. and modifying it. if necessary.
TWO PLAYERS, consider that box to and locating the number under the Pass Defense, Defensive players
be occupied by a single player with a N column. If Run Number I is called occupying certain boxes MUST guard
TV of MINUS 4 (-4), regardless of the for. theSGcolumn comes into play, specific receivers during a pass.
TVs of the two players in the box. and a new Run Number is applied Additional defenders may participate in
to the SG column. If Run Number I or this guarding, if a Double or Triple
Example, An Inside Left run, directed at 12 is drawn for the SG Column. Coverage strategy is in effect (see
boxes B·G by the first FAC. gains 1.- you employ the LG column - using a "Strategies"). Pass Defense
yard. However. in Box B is a tackle with new Run Number. Receivers are the assignments are as follows1
a TV of (-2). and in Box G is a linebacker only ball carriers that can get Long
with a TV of <•D. Thus, the final Gains directly from their own RE is guarded by BOX N
yardage of the play is O (1 minus 2 rushing columns. Running Backs LE is guarded by BOX K
plus 1). If both boxes had been obtain Long Gains only when BREAK FL#l is guarded by BOX 0
unoccupied, the final yardage would appears on a FAC. If, when FL#2 is guarded by BOX M
have been 3 (1-2). If the linebacker had checking the ER information on BK#l is guarded by BOXF
been moved in Box B before the play, the FAC, a BK#2 is guarded by BOX J
in expectation of a run, the final yardage NEGATIVE number appears. that is BK#3 is guarded by BOX H
would have been minus 3 (1-4). If the the automatic yardage lost on the When a pass Is being resolved, add or
first FAC hadstated, "LG play, and no more resolution is subtract the Pass Defense Value of the
vs B." the players would have had to needed. defender guarding the receiver to
add the BV of the left guard (say •3) to which the pass is being directed.
the TV of the tackle in Box 8. The Maximum Losses, The maximum However. if a box is empty and a pass
result is a positive number, so the guard yardage loss on an Inside Run is THREE is directed to a player that is normally
wins the "blocking battle," and 3 is added YARDS. There is no limit to the number guarded by this box. FIVE is
to the play·s result. making it a gain of of yards that can be lost on a Sweep. automatically added to the quarterback's
4-yards. Completion Range when resolving the
Blocking Backs, Some FAC may direct pass.
Run Number Modifiers, There is no a run to a back ("BK") rather than to a
modification to the Run Number if a lineman or defensive box. This means Incomplete Passes, If a Pass Number (I
Pass. Prevent or Blitz defense is in that the back who is not carrying the to 48) falls within the Incomplete ONO
effect. However. if a back is keyed. ball uses his blocking ability or value range on a quarterback's card. the pass
correctly, with a Run Defense being (BY) to add or subtract yardage from is incomplete and the play is over. Note
used, FOUR IS ADDED to the Run the play, as described in Step 4. If there that if a quarterback's Completion Range
Number obtained from the next FAC. as is no back on Display. other than the is reduced due to modifiers. the
explained in Step 2. <Keying is one carrying the ball, no modifications numbers that were formerly complete
performed by the defensive coach, are made. If there are TWO backs on are converted to incomplete passes.
stipulating which back he thinks will Displ<1y, in addition to the one who is
carry the ball. It is not mandatory to carrying the ball. both BVs are coupled, Complete Passes, If a Pass Number
key on every play). If any back carries and added to the Run Number yardage. falls within the Complete (COM) range
the ball against a Run Defense with no
on a quarterback's card, the pass is
keying. TWO is added to the Run
Complete. The receiver's card is
Number. If a back is carrying the ball PASSING PLAYS
referred to and a new FAC is flipped.
against a Run Defense that is keying
Consult the Run Number and cross
on another back, the Run Number Resolve Quick, Short. and Long Passes
reference it with the Pass Gain section
Is not modified. No Run Number may be . [Link] to the following procedure
decceased below 1- or Increased
of the receiver. next to the type of pass
being executed <Q•Qu,ck. S•Short. will not direct the pass to a receiver.
but will instead stale, PASS RUSH. If a
L•Long). This will yield a yardage figure.
PASS RUSH occurs. ignore the normal
which is the number of yards gained on
method for resolving the pass. instead.
the play. Exception, If the rece,ver·s
follow this procedure, quarterback's card is not consulted
cord does not yield a yordage figure.
during a Screen, 2) If a Screen is
but is simply blonk. this means the poss
I. The defense adds up the Pass Rush complete. consult the RUSHING N
has been dropped. and the play has
Volues of all players in Row I. If a Bhtz is column of the back to which the pass
resulted in on incomplete pass attempt.
in effect. allblitzing players have a Pass [Link] thrown. flip a new [Link] er
Rush Value of 2 regardless of their lo ,ts RunNumber. and calculate the
Long Gains, Each receiver is given
printed values. and are added into this yarda_ge - just as if the play was a run.
three columns of gain data - quick. short
total. Blocking and Tackling Values are ncv;ar
and long. Use the proper column to
employed during a Screen, however. the
determine the length of the goin. If in
2. Offense odds up the Pass Blockir.g defense that is in effect during the play
the lost two minutes of a 9"me. any long
Values of his five linemen. may modify the Run Number on the
pass that is completed to a wide
Rush Column of the back catching the
receiver will find Random Number T ball Csee the Defense/Pass Tobie). Also.
3. The Sums obtained in Steps I and
being changed to a TOUCI !DOWN. note that some F AC will call for the
Other numbersremain as is.
2 are compared. If the defensive sum is
greater. the difference between the yardoge goined on a completed Screen
sums is multiplied by TWO and ADDED to be multiplied by a certe1in factor O. z
Interception, If a P"ss Numbe,- falls
to the quarterback's Sack Range of or 1/2). if this occurs. multiply the
within the Intercepted <INT) range on a
numbers on the PASS RUSH line on his yard_age gained <or lost) by the back by
quarterbacks card. the pass is
player's card. If the offensive sum is the 1nd1cated multiplier (round fractions
Intercepted by a defensive player.
greater. the difference between the two upword), 3) If the pass is incomplete. do
Consult the Interception Tobie to
sums is multiplied by TWO and is nothing more, 4) If the pass is
determine who intercepts the pass.
subtracted from the quarterback's Sack intercepted. co_nsult the Interception
flipping a new FAC and using its Run
Range. If there is no difference between Table to determine who intercepts. and
Number to do so.
the sums. the quarterback's Sock Range the Interception Return Table to resolve
is unchanged. its return. A back to which a Screen ,s
If a Pass Number falls within the
thrown is never "covered" by 0
Incomplete (INC) range on a
defender. No Poss Defense Values are
quarterback's card. the poss may still
4. A new FAC is flipped and its Pass used. Interceptions are only possible if
be intercepted if this Number f"lls
Number is consulted. Apply this number the FAC soys so.
within the Intercept Range of the
to the PASS RUSH line on the
defensive player's card who is
quarterback's cord. The possible results Special Rules, No Long Posses may
guarding the receiver to which the
are SACK (see "Sacks"). RUN (the ever be oltempted when the scrimmage
pass had ultimately been directed
offense flips a new FAC. determines its line is within 20-yards of the defense's
(for guardl'ng assignments. see "Pass
Run Number. and consults the goal. No posses may ever go out of the
Defense"). NOTE, If Double Coverage
quarterback's Rush column for the end zone - even if the indicated yardage
is in effect on a receiver. the
yardage on the play). COM (the poss is mokes the catch beyond the end line. it
defenders must include the normal
completed to the intended receiver). and is still o TOUCHDOWN. If two flankers
defender plus any SINGLE player
INC (the poss is incomplete). Note that o are in play. one must be labeled "FL#I."
in Boxes L or M (defense's choice).
quarterback's Completion Range on his ond the other. "FL#2." Passes directed at
If Triple Coverage is in effect. the
Pass Rush line is never altered for any o flanker must be specified as to #I or
defenders must Include the normal
reason - be it for the type of defense in #2, but if the FAC directs a pass to a
defender plus any TWO players
use or the Pass Value of defenders. flanker. this alwoys means FL#I.
from Boxes G, H. I. L or M (again.
However. if his Sack Range is altered However. passes directed at whichever
defensive choice). In Double or Triple running back is not in ploy ot the
(see Step 3). numbers that were
Coverage. "ny assigned defender is moment always go to FL#2.
formally Socks are changed to RUNS.
eligible to intercept the pass. If more
instead. During o Pass Rush. a pass
than one pl,,yer can intercept. the Poss Example, A Quick Pass to the LE
defense chooses which one to intercept may only be intercepted if, o) the poss
is incomplete on the Poss Rush line, and is coiled CQB's Completion Range is 1-35).
with. A Pass Defense is in effect. The first
b) the Pass Number is within the
Intercept Range of the defender of the FACis flipped and under "ALL" it states.
lnterception-48?, Mony players "RE." The LE is not open. and the QB
possess an Interception Rating of "487," intended receiver.
has checked off to the RE os a
signifying that they MAY or MAY NOT secondary receiver. Covering the RE is
hove Intercepted the pass. When the Blitzes, If o Blitz is in effect and a Sl1ort
or Long Poss has been called. a Pass the strong safety (Pass Defense -4).
Poss Number is 48 and a "48?" appears. Checking the Defense/Pass Table. it can
obtain a new Poss Number. and if It is Rush "utomatically occurs. Ignore the
normol poss procedure and follow the be seen thot 10 is subtracted from the
between I and 24. the interception has quarterback's Completion Range for a
been made, 25-48 me,,ns that the pass above Steps. However. Quick and
Screen Passes would be resolved. Quick Pass. So. overall. 14 is subtracted
wos deflected aw"Y· incomplete. from the ronge. yielding o NEW ronge
normolly.
of 1-21. The next FAC is flipped and its
Interception Returns, Before the Pass Number is 20. The pass is
interception is returned. the Point of Socks, If o quorterback Is sacked. flip a
complete! A third FAC is flipped "nd its
Interception <PD must be determined. new FAC ond refer to its Pass Number.
Run Number is compared to the PASS
This is the number of yards. downfield. Divide this number by THREE <round
GAIN column of the RE under Quick to
at which the interception return begins. fractions upw,,rd). and the result is the
determine the gain.
Flip a new F AC. determine its Run number of yards lost on the play.
Number. and consult this chart, Receiver [Link], On most receivers.
SCREEN PASS-One half of run Quarterback Long Gains, When a
Quick or Short Goins can evolve into
number quarterbock is running a norm"I rollout
Long Gains. This occurs when Run
QUICK PASS-Use the run number or rushing attempt. normolrushing rules
Number I is being used. and the
SHORT PASS-Run number times opply. However. if the quarterbock is
cross-reference symbol is "L." The L
TWO being forced lo run because of the
refers you to the L-COLUMN on the
LONG PASS-Run number times PASS RUSH LINE. there is no
receiver's card. using a new FAC Run
FOUR modific,,lion. Obtain a Run Number and Number.
If the Pl is on the 9001 line or in the end opply it lo the N-Column. If the Nresult
zone, no return [Link] place and a refers you to SG. then a new Run
touchb,,ck occurs. CB"ll ch"nges honds. Number must be applied to the SG THE BIG PLAY DEFENSE
ond is placed in play on the 20- Column. NOTE, If under SG. the new
yard-line). If "n interception is to be Run Number is I or 12. then ignore Many NFL teams h"ve a tendency to be
returned. consult the Interception that directed yardage. and refer to oble to come up with a BIG PLAY on
Return Table. determine the position of the LG Column. again obtaining a DEFENSE. a ploy that often alters the
[Link] interceptor <lineman. linebacker or new FAC Run Number of I to 12. momentum of the game. This has been
secondary) and flip a new FAC. looking built into Statis-Pro Football. using
at its Run Number. Cross-reference this Screen Passes, A Screen Pass must be individual team ratings thot olso reflect
Number to the proper column of the directed to a back (never a tight end or Home and Away performances. On the
Return Table to determine the wide receiver). A special procedure ,s player card sheets. the first printed
interception return yardage from the Pl used to resolve a Screen, I) Flip a new card is a listing of NFL teams that get
(Point of Interception). FAC ond refer to the "SC" (Screen) BIG PLAY DEFENSE chonces. and the
section of the PASSES line. The result number of chonces thot each has, H
Pass Rushes, Sometimes when a pass will be "COM" (Complete). "INC" means Home Game Chances. and R. Road
is being resolved. the first FAC flipped (Incomplete). or "INT" <Intercepted). The Game Chonces. Teams con use the BIG
I. Offensive Strategies occupy Row-2 and five players occupy
Row-3. When revealing a Double
a. Flop, This may only be called with an Coverage call. the defensive player must
Inside Run to the quarterback. It specify who it is being applied against
PLAY only the number of limes that a,-e
automatically results in a loss of I-yard - CLE. RE. FL#I. FL#2, BK#I, BK#2 or
listed. and if teams are not listed. then
no F AC are flipped and no fumble is BK#J) ALOUD before the offense
they possess no chances. When the
possible. reveals its play! If a receiver to which a
defense wants to apply the BIG PLAY
CHANCE. the coach so stipulates. and pass has been thrown is double
b. Sneak, This may only be called with covered. ignore the Pass Defense Value
play is stopped. immediately. The next
an Inside Run to the quarterback. A of the normal defender. Instead. he is
F AC is flipped. and its Run Number
single FAC 1s flipped - if the Pass automatically considered covered with a
consulted. The result of the BIG PLAY
Number is EVEN. the play gains I-yard, combined Pass Defense of MINUS 7 Ci.e
will either be a given result from the
if the Pass Number is ODD. the play .. subtract 7 from the QB's Completion
BIGPLAY CHART. below. or inform you
gains no yards CO). If the first F AC Range). regardless of the printed Values
that. "the Card has failed." If the Card
yields a "Z," flip another card to resolve of the def enders.
has failed. this still counts as a big play
the sneak and then determine the
chance. and the play rs resolved in
meaning of the "Z" normally. b. Triple Coverage, This may only be
normal fashion. The BIG PLAY
called if a Pass or Prevent Defense is in
DEFENSE CHANCE can be used only
c. Draw Play, This may only be called effect and two players occupy Row-2
ONCE per offensive series, example. the
with an Inside Run to any back or the and six players occupy Row- 3. Specify
play can be used on first down. but
quarterback. If a Pass or Prevent aloud who is being triple covered. If a
cannot be used again until the other
Defense is in effect, subtract TWO from receiver to which a pass is being
team has gained a new first down.
the Run Number when resolving the thrown is triple covered. ignore the
run (subtract FOUR against a Pass Defense Value of the normal
BIG PLAY VSTHE RUSH
Blitz). However. add TWO if any Run defender. Instead. he is automatically
Number I - Minus 4 Yards
Defense is in effect. These modifiers considered covered by a combined Pass
Number 2 -Minus 3 Yards
are in addition to normal Run Defense Value of MINUS 15 (i.e.. subtract
Number 3 - Minus 2 Yards
Number modifiers called for on each 15 from the QB's Completion Range).
Number 4 - Minus I Yard
pa,-ticular defense. NOTE, If the defense meets the
Number 5-7 No Gain
conditions for triple coverage. he may
Number 8-12 Card Fails
d. Play-Action, This may only be called instead state. aloud. that he is double
with a Short or Long Pass. If any Run covering TWO specific receivers.
BIG PLAY VS THE PASS
Defense is in effect. add FIVE to the
Number 1-3 QB Sacked, -7 Yards
quarterback's Completion Range. if a 3. Optional Use, Many. new players to
Number 4-7 Pass is incomplete Pass Defense has been called. subtract Statis-Pro Football may not wish to
Number 8-12 Card fails FIVE. If a Prevent Defense is in effect. employ any of the options described
subtract TEN. above. They are intended for the
STRATEGIES
consumers who wish to fully replicate
2. Defensive Strategies the moves available in professional
The offense has four strategies available
football. The game can be played
on each play and the defense has two.
a. Double Coverage, This may only be without the options. and will still retain
Each strategy may only be called under
called if a Pass or Prevent Defense is in the statistical accuracy that you demand.
certain conditions. although their use is effect AND a) Four Players occupy both Most of the optional procedures have
never mandatory. Row-2 and Row-3 or, b) Three Players been built into the game for

KICKOFF TABLE
Run# Column-A Run# Column-B
1 Use Col B 1 KR-1110
2 KR-1/GL 2 KR-2/11
3 KR-1/1 3 KR-4/12
[Link]
4 KR-2/2 4 KR-2/13 Copyright 1907 by the Avalon Hill G<Jrne Company
I
5 KR-1/3 5 KR-3/14 O,i,Himore, Maryland. All Rights Reserved.
6 KR-1/4 6 KR-1/15
7 KR-2/5 7 KR-1/GL
8 KR-2/6 8 Touchback
9 KR-3/7 9 Touchback
10 KR-2/8 10 Touchback ST A TIS-PRO - An Official Trademark of
11 Touchback 11 KR-4/GL The Avalon Hill Game Company. Baltimore, Md.
12 Use Col B 12 KR-4/GL

The designation to the left of the slash


indicates the return man who returns the kick.
The number to the right of the slash is the INJURY TABLE
yardline at which the return begins. (GL, Goal
Line). PASS No. 1-10 LENGTH
INTERCEPTON 11-20
RETURN Next 2 Plays
21-30 Next 4 Plays
TABLE
TIMING TABLE 31-35 Next 6 Plays
36-43 Rest of Quarter
Run No. Line LB DB
PLAYS ANDTIME ELAPSED ON CLOCK 44 Rest of Game
1 15 30 TD
RUN 40-Seconds 45 Rest of Game •1
2 10 20 50 46
COMPLETE PASS 40-Seconds Rest of Game •2
3 6 15 30
PUNT or KICKOFF 10-Seconds 47 Rest of Game •3
4 3 10 20
INCOMPLETE PASS 10-Seconds 48 Rest of Game •4
5 1 8 15
OUT OF BOUNDS PLAY 10-Seconds Rest of Season
6 0 5 10
PLAY WITH AN INJURY 10-Seconds 7 0 4 8 In the space of one game, ignore
PLAY WITH A PENALTY 10-Seconds 8 0 3 6 any injuries that affect a position
PLAY WITH TD SCORED 10-Seconds 9 0 0 4 that has previously lost a starter
TOUCHBACKS ON KICKOFFS 0-Seconds 10 0 0 2 because of an injury. As an example,
EXTRA POINTS 0-Seconds 11 0 0 0 if the starting QB is lost for the
MOVEMENT PENALTIES 0-Seconds 12 remainder of the game. his backup
0 0 0
FIELD GOAL ATTEMPT 5-Seconds will play injury free. However, if the
PLAY FOLLOWED BY TIME OUT 10-Seconds QB is out only the Rest of the
Numbers indicate the number of Quarter, the injury-free status is
PLAY WITH POSS. CHANGE 10-Seconds
yards that the interception was removed once the starter is eligible
During the Two-Minute Offense, consult the
returned. TD is Touchdown. Line is to return to the Display.
normal time of the play, and divide it in half. An
Linemen, LB is Linebackers, and DB Numbers 44 to 47 indicate that the
offense, if behind by 20 or more points in the
is defensive backs or the secondary. injured player is out the remainder
Fourth Quarter, may invoke the Two-Minute
offense, prior to the actual two-minute warning, Before using this table, first of THIS game and must also miss
in an attempt 1:o increase the nurnber of determine the position of the the second numerical mandate; Rest
offensiveplays. interceptor, obtain a Run Number, of Game +4 means the player will
and calculate the return yardage. also miss the NEXT FOUR GAMES.
head-to-head play. Solitaire play is
(which always goes out of bounds). an
described elsewhere in this rules
automatic blocked punt that is always
booklet.
recovered by the defense. or the
"movement penalty."
KICKING results on the punter's card next to Run
Coffin Corner Punts, The punter may Number 12. If a 12 is revealed. flipa new
I. Punts, If the offense wishes to punt.
state that any punt is a "Coffin Corner" F AC and obtain a new Run Number.
this fact is stated. aloud. A FAC is flipped
attempt. This means that the punting Numbers 1-4 indicate that the punt is
and its Run Number referred to. This
player must state a number of yards (at blocked, and the blocking team recovers
number is applied to the team's Punter
least IO and no more than 25) that he IS-yards behind the line of scrimmage.
Card. the result indicating the yardage
wishes to automatically deduct from the Numbers 5-9 indicate that the punt is not
of the punt and basic instructions for its
punt's yardage. The pre-stated yardage blocked. had to be kicked hurriedly. and
return. "FC" means fair catch and no
must be applied no matter what the use the yardage across from number IL
return is made, "PR- I to PR-4" indicates
punt's result. If the Run Number A Run Number of 10-12 indicates that the
the return man who will run back the
resolving the punt is odd. the punt goes punter was hit by the all-out rush. and
punt. To return a punt. flip a new FAC
out of bounds and no return is possible. the defense is charged with "Roughing
and refer to its Run Number. This
If the number is even. the punt is the punter," a 15-yard penalty that also
number is applied to the proper column
returned normally. unless a fair catch provides the kicking team with a new
of the Punt Return Card. the result First Down. The maximum return on
indicating the return yardage. If the CFC") results. A FC cannot be made
inside the five. and if this is the result - any punt with an all-out rush is THREE
result is followed by an asterisk. a new YARDS.
FAC is flipped, and a new number of I consider the punt to have gone into the
or 2 means that the asterisked result at end zone for a touchback. In
non-Coffin Corner punts. any punts 2. Kickoffs, To kickoff, flip a FAC and
the bottom of the card is the "correct"
that land inside the opponent's six yard refer to its Run Number. Consult
return yardage instead of the original line are considered as having rolled into Column A of the Kickoff Table 0
the
number. A new number of 3-12 means to the end zone, and no return is made. result indicating where the kickoff lands
use the original yardage obtained. An "f" and who will return it. A new FAC is
after a result means that the return is All-Out Punt Rush, On any punt. the flipped. Look at its Run Number and
fumbled at its conclusion Csee "Fumbles"). defense may state that it is attempting apply it to the proper return man's
If a penalty occurs due to a result off a an "All-Out Rush." Such a punt would be column on the Kickoff Return Card. The
punter's card. flip a new FAC and refer resolved normally. except ignore all result indicates the return yardage.
to its run number. An even number Asterisked results and figures followed
indicates a 5-yard movement penalty
against the kicking team. and an odd
PENALTY TABLE PROFEIIIOMAL FOOTBALL
number indicates a 5-yard movement BOARD CiAME
penalty against the return team. These
1. Offside, 5-yards (Option)
are automatic penalties and cann t
2. Movement, 5-yards (No Option)
be declined. The punt is thenrestaged.
3. Illegal Procedure, 5-yards (Option)
following the same format. 4. Motion, 5-yards (Option)
5. Personal Foul, 15-yards (No Option if on defense, return or kicking team, yardage
Punt Number 12, When Number 12 marked from spot where play ended, down and play count. Option if on offense; if
appears on the punter's card. it always accepted, yardage marked off from scrimmage line).
signifies that a new 1-12 number be 6. Non-Flagrant Facemask, 5-yards (Same Conditions as #5).
obtained. and this new number will bring 7. Holding• 10-yards if against offense (Option),5-yards if against defense plus First Down
about either the punter's longest kick (Option)
8. Pass Interference, 15-yards if against offense, down and play count (Option), First Down
at spot of foul if against defense (Option). Determine spot of foul in the same way as Point
of Interception. If interference is in End Zone, First and Goal at·1:yard-line.
9. Personal Fouh 15-yards (Same Conditions as #5). ··-
10. Intentional Grounding, 15-yards, down counts (No Option). Only applies on incomplete
pass, otherwise ignore.
11. Clipping, 15-yards from spot of foul (No Option). Determine spot of foul by drawing new
IOMAL FOOTBALL FAC. If Run # is Odd, spot of foul is at the halfway point of the return. If Run# is Even,
ARD [Link] spot of foul is where return ended.
12. Roughing Kicker: 15-yards from original scrimmage line. First Down for punting team.
(Option)
13. Running into Kicker, Same as #12, except 5-yard penalty.
14. Delay of Game, 5-yards (No Option)
15. Kickoff Out of Bounds, 5-yards (No Option). Perform Kickoff again and add 5-yards
to spot at which subsequent return begins.

RUN NUMBER MODIFIERS


PASS OR
RUN DEF RUN DEF RUN DEF PREVENT BLITZ
PLAY
RUNS
DRAW
KEY BC
•4
•2·
NO KEY
•2
•2·
WRONG KEY DEF
0
,2·
0
-2
DEF
0
-4
rnTi-PRO rnmmu Gffllf rnnm
• This-modifier is in addition to the normal modifier on the play. BC is the ball
carrier.
INTERCEPTION TABLE
RUN• Screen Quick Short Long
1 J N N L
2 F 0 M M
DEFENSE PASS TABLE
3 C J J M
4 I I F 0
Pass RunDef Pass Def Prevent Def Blitz Def 5 B H I
N Quick 0(-10) -10(-15) 0 •10 6 G G
H K
Short •5(0) -5 -5 Pass Rush 7 H F G 0
Long •7 0 -7 Pass Rush 8 E J 0 N
Screen 0/•2/•4" 0 -2· -4• 9 D H K K
10 A F L M
The indicated numbers are modifications to the QB's Completion 11 J L N
M Range for that combination of pass
and defense. Modifications in 12 F M M L
parentheses apply if the scrimmage line is within 20-yards of the
defense's goal. Asterisked results are not modifications to the When an interception occurs off a QB's card,
Completion Range, but are modifiers to the Run# of a back who has this table determines which defensive player
just caught a Screen Pass. If the back is keyed, add 4; if there is no intercepts the ball. The player occupying the
key, add 2; if the wrong back is keyed, no modification occurs. indicated box intercepts. If a box is occupied
by two players, either may intercept. If an
indicated box is empty, th& pass is not
intercepted - it is simply incomplete.
determine the meaning of this number. warning. only if the team trails by 20 or
Most penalties leave the non-penalized more points. The decision may be
team the option of accepting or rescinded at the end of any play.
declining (and thus accepting the play's voluntarily. and 1s automatically
by "f" are resolved in the same manner
result and down expenditure); however. rescinded when the ball changes
as they were with punts. In games that
there are a few penalties that are possession. It is never in effect on any
take place before 1974. add 5-yards to
labeled no option. and these MUST BE kicking plays. Each play run with a
the length of each kickoff.
ACCEPTED. Two-Minute Offense uses up ONE-HALF
of its normal time expenditure but is
On-Side Kickoffs, The kicking team
2. In juries CINJ·), If an injury occurs. penalized in the following ways, a) On a
may declare that any kick is "onside:· In
the FAC specifies whether it applies to run or Screen Pass, its final yardage is
this case. flip a F AC and refer to its
an offensive position or a defensive box. halved (1-ound fractions. upward).
Pass Number. Numbers HI mean that
If two defenders occupy an indicated although a play that would normally be a
the Kicking Team has recovered the
box. then both are injured. but if the touchdown Cor negative yardage plays)
kick, and gains possession, First and
box is empty then nobody is injured. are unaffected, b) Non-Screen passes
Ten. at the SO-yard-line. Any other
Some in juries are labeled "BC", this have the quarterback's Completion
numbers (12-48) means that the
stands for "ball carrier" andrefe,-s to Range reduced by four in addition to
Receiving Team has recovered the kick.
the player who was carrying the ball other normeil modifiers. Finally. any
and gains possession at the 50-yard
when the play ended. When an injury non-Inside Run and all pass plays that
line. Onside kicks are not returned.
occurs. a new FAC should be flipped have their yardage determined by an
and its Pass Number referred to. EVEN Run Number automatica!ly end up
3. Extra Points, After a touchdown.
Consult the In jury Table to determine out of bounds. Such plays that are
the scoring player flips a F AC and
the length of the injury. Injuries cannot resolved by ODD Run Numbers stay in
looks at its Pass Nun1ber. The
take place on any kicking plays. Ignore bounds (unless they go out of bounds
number is "PPlied to his placekicker
"INJ, BC" results on kicks and normally). Incomplete passes are never
card in order to see if the kick is good
incornplete passes. If a position has affected by any out of bounds
(I point) or missed.
already been "hit by an injury." a second considerations.
injury to that position is ignored.
4. Field Goals, The offense may Special Rules, No play may expend
However. once the formerly injured
attempt a field goal on any down if the more time than is necessary to bring a
player is eligible to return to the Display.
ball is within 38-yards of the opponent's quarter to a close. No half may end with
any future injuries will be enforced.
goal. The kicking player flips a FAC and a defensive penalty. If such a penalty
refers to its Pass Number. Apply this
3. Fumbles, If a fumble occurs. flip a occurs on the last play of a half Cfirst or
number to the placekicker card next to
new FAC and determine its Pass second half). an additional play 1s
the proper distance in order to see if
Number. Apply this number to the rewarded to the offense. and play
the kick is good (3 points) or missed,
fumbling team's roster card. locating continues until no time remains on the
only the Good Range is indicated on., the
their Fumbles Lost heading. and clock. A half may end on an Offensive
card. To determine the distance of the
adjusting that number. either up or penalty.
kick. add 17-yards to the current line of
down, with the Defensive Team's
scrimmage, as an example. a field goal Defensive <Def.) Fumble Adjustment
attempt from the 21 is a try of 38- yards. (Adj.). As an example, if the offense OPTIONAL RULES
Subtract 2 from a kicker's Good Range has a Fumble Lost rating of 1-21 and
for every yard over 50 that a kick is the Defense has an adjustment of •3, 1. Endurance, All backs. receivers. and
being attempted, the maximum attempt the new fumbles lost range is 1-24. quarterbacks receive a special letter or
distance is 55-yards. After a successful All fumbles are recoverd at the number value on their cards. This is
field goal. the offense kicks off. After an exact spot that the play ended. If a their Endurance factor, the value
unsuccessful attempt. the opposition ·Fumble(S)· appears on a Z Card, a appears in small print near the player's
takes over the football, First andTen, at name or position. Endurance Values
normal fumble takes place unless the
the scrimmage line from which the kick have the following meanings,
ball carrier is on the home team. If
was attempted. (If the kick was INSIDE
he is. no fumble occurs. <This is an
the 20. the ball is returned to the A, This player must start and play
attempt to build in the home field to a
20-yard-line). quarterback for the entire game unless
very slight advantage, as it actually is in
the NFL). Ignore fumbles that take place injured. If a team possess two
Z CARDS on field goal attempts. plays that involve quarterbacks with an "A" Endurance.
touchdowns. and incomplete passes. either may start the game. and they can
13 cards in the Fast Action Deck are "Z be substituted, freely. The only time that
CARDS." These cards call for special an "A·· quarterback can be removed
events, such as fumbles, penalties or from Display. other than with an injury.
injuries. Z cards are only applicable if is when the team is more than 20-points
they are revealed during the first ahead. and the game is in the fourth
THREE F AC that are flipped in order TIMING quarter. In some seasons, a team will
to resolve a play. That is. a Z card is not have a backup quarterback, and
Ignored (and a new FAC is flipped) if it A game consists of four quarters. each should this situation confront you, then
is revealed after the third FACflipped of 15 minutes duration. Each play the starter cannot be injured.
to resolve a play. Z cards are also expends a certain number of seconds
ignored when, a) A second (or third. that are recorded on the scorepad. A B, This type of player may only enter
fourth. etc.) Z card is revealed on the penciled "X" in a box represents the game if another player indicated on
same play (i.e.. a maximum of ONE Z JO-seconds of time, a half-"X" (or slash) the team's starting lineup has suffered
CARD is taken into account each play - represents 5-seconds. Consult the an injury. andmayonly stay in the game
the first one), b) On onside kicks. extra Timing Table to determine the time as long as the starting player is injured.
points. and fumble recovery expenditure of various plays.
determinations. C, Should you find a C rated endurance.
Out of Bounds, If the last FAC this means that this player can Ot:,JLY be
When a Z card is applicable to the play. resolving a play uses its Run Number used in the fourth quarter. and only
finish resolving the play normally. Then. and that Run Number is followed by the when the offense is 20 or more points
determine the meaning of the Z card by letters "OB." the play ends out of ahead on the scoreboard. Very
flipping a new F AC and reading the bounds. Exception, Inside Runs may infrequent use for any C rated values.
section labled. Z RESULTS. never end up out of bounds.
O, This type of player may have a play
I. Penalties c·PEN·), If a penalty is Time Outs, Each player receives three directed at him an unlimited number of
called for. the category of that penalty times out per half. A time out may only times per game without adverse
must be determined, #I applies on be called after a play that takes more modifications. This the "workhorse" type
running plays. Quick and Screen Passes, than IO-seconds. The clock automatically of performer.
and field goal attempts, #2 applies on stops when there are exactly TWO
Short and Long Passes, #3 applies on MINUTES to play in the 2nd and 4th 1, This type of player may only have a
punts and their returns, #4 applies to quarters (even if a play is run that play directed at him if the immediately
kickoffs and theirreturns. Each type of would normally bring the clock below preceding play was NOT directed.. at
penalty is followed by a capital letter and the two-minute mark). him. (An "immediately prc,ceding play ts
a number. The letter stands for the any play that involves the flipping of a
team the penalty is applied against, (0, Two Minute Offense, The offense. FAC, be it an extra point. p<malty. or an
Offense, D, Defense, K, Kicking, R, usually late in the half or fourth quarter. offensive play by either team). If a pla_y
Receiving) and the numberrefers to the can invoke the Two-Minute Offense. is directed at this player before his
type of penalty that has been called. This offense can be used in the fourth proper period of ··rest." then TWO is
Refer to the Penalty Table to quarter. prior to the two minute added to the Run Number (if the play is
a run) or FIVE is subtracted from the
quarterback's Completion Range (if the Player Duplication, Because NFL
play is a pass). If a FAC directs a pass to learns work from both an "active and an
a receiver different than the original inactive player list." there is a fluctuation
one. ignore Endurance Values for that of players moving from one team to
another during a season. Sometimes. given a number from to S. Each
play andresolve the pass. as normal.
you will find that a player appears on number applies to a specific game
TWO different teams. and a decison situation:
2, This type player may have only a play
could not be reached as to which team
directed at him if the two immediately he played a more meaningful role. Number I, All plays that are run on
preceding plays were not directed at Therefore. in cases where a player is FIRST DOWN
him. Penalties for violating this on more than one team, you must
restriction are the same as #l above. decide when he will play with Team-A. Number 2, All plays on Second Down
and when he will assume other duties with less than 6 yards to go for a first
3, This type of player may only have a with Team-B. A player cannot play for down or any plays when the ball is on
play directed at him ONCE during a two teams. at the same time. the opponent's 3. 4 or 5- yard-line.
team's CURRENT possession. and regardless of down.
because you never know \.Vhen the
possession wi!I end, care must be used Fake Punts and Field Goals, Before Number 3, All plays on Second Down
as to when useage will be permitted. A any punt or field goal. the offense may with 7 or more yards needed for a first
"3-Value" cannot be used for more than declare that it is "staging a fake." This down.
one play during a drive, and once he procedure is resolved by flipping t11e
has been involved in a play, he cannot next FAC. referriflg to the RunNumber. Number 4, All plays on Third and
be reinserted until the offense begins and consulting the appropriate tables. Fourth down with 7 or more yards
a new possession. below, a team may try only a fake field needed for a first down.
goal or punt ONE TIME PER GAME -
4, This type player is identical to #3. and never in the final two minutes of Number 5, All plays on Third or Fourth
above. except that his use is more either half. Down with 6 or less yards needed for a
restricted. He may be used in only first down or when the ball is on the
ONE scrimmage play per quarter! opponent's I or 2-yard- line. regardless
FAKE FIELD GOAL
of down.
Playing out of Position, Normally.
Run# Play Result
players must play the position indicated Defense Abbreviations, The FAC
1. Pass to LE for 25-yards
on their cards. However, offensive 2. listing of each defense is in an
Pass to FL for 18-yards
linemen may play any position on the 3. abbreviated form. and the legend is,
Pass to RE for 15-yards
offensive line. If they play in a position 4. Pass to BK#l for 10-yards BLZ for Blitz Defense
for which they were not originally 5. Pass to BK#2 for 9-yards R(NK) for Run with No Key Defense
intended. subtract ONE from thei, 6. QB runs for 15-yards R(BC) for Run; Ball Carrier is
Blocking and Pass Blocking Values. 7. Pass is incomplete Keyed P for Pass Defense
Defensive linemen may play in any 8. Pass is incomplete PR for Prevent Defense
position ir. Row-I without modification 9. Pass is incomplete P(X2) for Pass Defense•
(as well as linebackers). Cornerbacks 10. Pass is incomplete PR(X2) for Prevent Defense·
and safeties may play any position in 11. Pass is incomplete
Row-3, but if they play a position for 12. Pass is intercepted "EVENTUAL RECEIVER TO WHICH
which they were not originally intended, PASS IS DIRECTED IS DOUBLE
An intercepted pass is returned for a
subtract one from their Pass Defense COVERED. IF DEFENSIVE FORMATION
touchdown by the linebacker of the PERMITS.
Values. CAIi defensive backs may play in
defensive team's choice, and the return
Box-L without modification.) is scored from the original line of
scrimmage. The QB, who is holding for F. After the defense for the play is
Onside Kick Defense, During a kickoff. the field goal, should be the B-rated determined. flip a NEW FAC
the receiving player may state that he is player, and he attempts all passes and is andresolve the play. normally.
using an "Onside Kickoff Defense." In this also the rusher in #6.
case, the kicking team recovers its own G. When the scrimmage line is within
onside kick (assuming it wishes to 20-yards of the defense's goal, convert
perform it) on a Pass Number of 1-7. FAKE PUNT all Prevent Defenses to Pass Defenses.
while the receiving team recovers the
onside kick on a Pass Number of 8-48. Run# Play Result H. If a Blitz is called for. look at the Pass
Should the kicking team kickoff. 1. Pass to LE for 30-yards Number on the same F AC. If this
normally. the maximum return is 2. Pass to FL for 20-yards number is between I and 26. remove the
20-yards - as long as the receiving team 3. Pass to RE for 10-yards players in Boxes F and J from the
is in the Onside Defense. 4. Pass to BK#l for 8-yards display. These are the blitzing players. If
5. Pass to BK#2 for 6yards the number is between 27 and 35.
6. Punter runs for 15-yards
Squib Kicks, The kicking team may remove the players in boxes F. J andM.
7. Punter runs for 7-yards
declare that any kickoff is a "Squib Kick." If the number is between 36 and 48.
8. Punter runs for 6-yards
Resolve such kicks normally. but add remove the players in Boxes F. G. H. I
9. Punter runs for 3-yards
IS-yards to the spot at which the kickoff and J. If an indicated box is EMPTY,
10. Punter runs for 1-yard
return begins. In addition. add one to then choose any other eligible player
11. Punter runs for 0-yards
the Run Number used to resolve the on the Display to Blitz. Remember to
12. Punter runs for daylight
return Ca 12. however. remains a 12). return Blitzing players to the Display
If a punter gets #12, a daylight run, flip after the play has beenresolved.
Extra Pass Blocking, When the next FAC, and multiply the Pass
Number by TWO. BLITZ SUMMATION CHART
announcing a pass. the offense may
state that any or all of its backs are
being used as additional blockers. Of I to 26refers to Boxes F and J
course. the pass may not be directed at SOLIT AIRE PLAY
any of these backs. and If a F AC 27 to 35refers to Boxes F, J and M
makes this back a "secondary" All standard rules apply to solitaire play
receiver. the pass is incomplete. If one except, 36 to 48 refers to Boxes F, G. I·l.
back remains and J
out of the pattern. used only for A. Offensive plays are chosen by the
blocking. add •2 to the Quarterback player. Defenses are determined by the PLAY SELECTION CHARTS
Completion Range. If two backs are FAC.
instructed to block. add •4 to the Earlier rules contained special play
Completion Range. B. Remove one Z card from the FAC charts that could be cut apart and used
deck. by players when engaged in
"head-to-head play." With the 1987 set of
C. The offense may not choose two player's cards. selection cards are
Deleted Ratings, In earlier issuances of Screen or two Quick Passes in contained within the individual player
Statis-Pro Football. player cards succession. cards. and these should be used. If you
contained two ratings that have,
have an older set of rules. you may
subsequently. been deleted, Cl)SH which D. Before resolving each play. flip a prefer to continue use of the Play
related to running backs and fumbles. FAC and refer to the Solitaire section. Selection Charts instead of the individual
and (2) •5 to certain receivers. These This area has five possible defenses cards. When using the Play Selection
are no longer a part of the game. and listed. one of which will be the Cards, an offensive coach should
should not be used. Other provisions defense for that f><'irticular play. choose, (I) A type of play, (2) Player at
--hove been incorporated toreplaceeac:h. Each defense is
ST A TIS-PRO FOOTBALL - QUESTIONS & ANSWERS
which the play is directed. and (3 any
or no strategy involved. The defensive
coach will choose two cards, CD the When a receiver has only a quick the rules call for a •2 yards to the
defense and (2) any or no strategy. and short pass column, does this gain, and since no one was in the
mean that he cannot catch a long box, blocking was not involved. Ignore
pass? Yes, and that is why it is the -1 value, and simply add two
DEFENSE CHOICES important to make sure that you yards to the run's resolved result.
have -quality· receivers on the
Some NFL teams employ a standard
Display when in a passing mode. When a third back (BK#3) is in
4-3 defense. which means they use
four down linemen. three Often, you will be forced to for passing, he is guarded by Box
linebackers. and the usual secondary check-off to a secondary pass I (MLBJ, but if the defense is a
of two cornerbacks. a strong or receiver, and if he cannot catch the 3-4, there is no assignment to
tight safety. and free safety. Others intended pass, you have wasted a Box I. Who covers the third back?
have gone to the 3-4. with two down. When a 3-4 faces a third back,
defense ends and a nose tackle. either the LB in Box I or G assumes
lining up in front of four linebackers. When I use a single back setting,
The secondary remains the same.
responsibility. Our current Defense
The game board has been so like the Rams with Eric Dickerson, Display Charts show this coverage
devised that you can Display either and my opponent always keys him change.
the 4-3 or a 3-4 defense. and you with a rushing defense. How can I
can change defenses. as you desire. get around this disadvantage? Can clipping penalties occur on
When using a Single or Solo Back, either fair catches or
5TH EDITION NOTES you can put him in either BK#l or touchbacks? Yes, they can. The
BK#2 Display position, and the actual catching of the football has
The 5th Edition Rules supercede all defense must announce a key on little to do with the blocking action
previous editions of STATIS-PRO
either BK#l or BK#2, not knowing that is away from the ball. Clipping
FOOTBALL. Please note that some
references to various types of Pass exactly where the single back will be can occur on any play, in actuality.
Coverages on the Defensive Displays positioned. In solitaire, if you are
apply to "previous editions only:· If you using a single back, and the FAC While I like all the options that
find that the references are not in calls for a RUN-KEY, obtain a new come in the football game, is
accord with 5th Edition Rules. ple'ase Passing Number and 1-24 will keep there a way that the game can
modify your Defense Displays. Future the KEY in effect, while 25-48 will be played without any
boxed editions of STATIS-PRO remove the key. modifications? Yes, just use the
FOOTBALL will contain updated
basic FAC play matchups, and ignore
Defense Displays.
In earlier editions, how did you the Solitaire Defense requirements.
get a long gain on an End-Around As an example, if the offense calls
Play? This discrepancy is what led to for BK#l to Sweep Right, and the
our formatting Receiver-Runs in a FAC pits blocking of RT vs BOX I,
ABBREVIATIONS
slightly different template than backs. obtain a new Run Number, get the
BK - Backfield Position Receivers will now get both Short yardage from the back and adjust
CN - Center on Offense and Long gains, directly from their with whichever player wins the
ER - End Around Running own cards. This is spelled out in the blocking battle, RT or defensive
Play FAC - Fast Action Card 5th Edition Rules. player in Box I. All the modifications
FC - Fair Catch
FL - Flanker on Offense are optional, and many consumers
FS - Free Safety How can we make up our own have made delicate changes in the
IL/IR - Inside Left-Right Runnng Play player cards? What is the modifiers to suit their own tastes.
ILLB/RLB - Inside Left-Right Linebackers formula? In baseball and basketball,
LCB/RCB - Left-Right Defense Cornerbacks we provided a simple method through When a PEN,Rl occurs on a
LE/RE - Left-Right Ends on Offense kickoff, thus adding five yards to
LG/RG - Left-Right Guards on Offense which you could create additional
LLB/RLB - Left-Right Defense player cards, but copyright laws and the point of return on the next
Linebackers LT/RT - Left-Right Tackles on pa tent protection restrict us from full kick, what do you do when the
Offense MLB - Defense Middle Linebacker disclosure on the procedure. next kickoff is a touchback?
NT - Defense Nose Tackle Score the kick as going to the goal
QB - Quarterback on Offense line and return from there.
QK - Quick Pass Play I have an old set of Player Cards,
SC - Screen Pass Play and some of the Pass Gain
SH - Short Pass Play Columns call for use of a What about the NFL rule on
SL/SR - Sweep Running Play, Left-Right standard Long Gain chart, but the penalties that are "Half the
SS - Strong or Tight Defense Safety current rules make no mention of Distance to the Goal?" Any
TE - !ight EndonOffense 15-yard penalty INSIDE the 20, or
that chart. What do I do? The
chart was deleted when individual 10-yard penalty INSIDE the 10, gets
Long Pass Gains were printed on the one-half yardage. Therefore, if the
player cards. If, for any reason, you offense is called for a 10-yard
need a basic Long Game Chart, use holding penalty with the ball on its 8,
STATIS-PRO this one (obtaining a Run Numberlal: the ball is moved back half the
PROFESSIONAL TO; 2: 66; 3: 59; 4: 53; 5: 48; 6: 44; distance to the goal or to the
7: 36; 8: 32; 9: 28; 10: 26; 11, 23; 12: 4-yard-line.
FOOTBALL GAME
20.
The Can tight ends and wide receivers
A val on Hill When a Pass Rush modification move into running back positions?
Game Company results in the Final QB Sack Yes.
Range being below ONE, what is
the procedure? The range cannot How do I write to Avalon Hill
go below ·1,- and in this case, a Game Company with questions
random number of T would be a about playing STATIS-PRO
Quarterback Sack. FOOTBALL? Write to: Avalon Hill
DESIGN CREDITS Game Company, 4517 Harford Rd,
If my blocking back is involved in Baltimore, Md 21214, and list your
BASIC DESIGN - James A. Barnes questions with adjacent reply space
a play and has a -1 value, what
DESIGN INPUT - Joseph Balkoski
TYPESETTING - Monarch Services, Inc. happens when he blocks against a for each question. Make sure that
PREP. COORD. - Elaine M. Adkins defensive box that is empty? you enclose a self-addressed,
- PRll'lTING-- Monarch-Services, inc. When the defensive box is vacant, pre-stamped envelope for the reply.

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