Post by slimyscaly on Apr 22, 2012 13:16:00 GMT -9
I’m making a fantasy football RPG tabletop game. For all you non-USA-and-Canadians out there, it’s not what we call soccer. It’s American Football. This is just a rule set, but I’ll post templates, cut-out graphics, fields, stadiums, players, and that kind of stuff within the next two weeks if I have time. You can adjust the rules however you want for your league or personal play. It would be a good idea to know the basic rules of American football before you play, since I might have left out some stuff.
The start of the game: The player for the away team chooses heads or tails in the coin toss. If it lands on the one he chose, he gets to pick whether to kick or receive, and the home player decides which goal to defend. If the coin lands on the other side, it’s the opposite. Both players put their player figures on either side of the field, put the ball on the middle, and get ready for kickoff.
The ball: A small, flat, 2-sided, ball-shaped piece of paper with mounting putty (aka sticky tack) on one end to put on the ballcarrier’s hand.
Kickoff: Kickoffs are at the beginning of the game and after each field goal. The players are lined up, the ball is in front of the kicker, and you roll the die. The distance the ball lands is determined by the number the player rolls as a multiple of ten. For example, if the die rolls 5, it goes 50 yards. The player than moves the ball to the correct yard line, and the player on the offensive side attaches it to the nearest player figure’s hand. The player then gets 3 spaces (10-yard increments) that can be used and distributed any way the player likes. For example, he can move 1 figure 3 spaces forward or backward, 1 figure 2 spaces and another figure 1 space, or three figures in one turn, each moving 1 space. The nearest yard line (only multiples of 10 for simplicity’s sake) the player gets tackled on is the line of scrimmage, and will start the drive. More about tackling in a second.
Tackling, throwing, running, touchdowns, and dice battling: After the kickoff play is over, the players set their figures on either side of the line of scrimmage. The line of scrimmage and first down lines are marked by referee figures: the one carrying the big orange cone thing marks the line of scrimmage, and the one carrying the sign that says “1” marks the first down line. The first down line in this game is 20 yards (by default) in front of where the line of scrimmage was at the start of the drive. Whenever the ballcarrier gets tackled, the multiple of 10 yard line that he was nearest to when he got tackled is the line of scrimmage (by default). Now I’ll talk about tackling. When a defensive player is on the same multiple of 10 yard space as the ballcarrier, when it’s the defensive side’s turn, the defensive player to roll the die to determine if he tackles the ballcarrier or if the tackle is uneffective. 1-3, tackle hits and takes the ballcarrier down. The line of scrimmage is at the nearest multiple of 10 yard line the ballcarrier was tackled on. It’s the next down out of 4. 4-6, tackle is uneffective, and the ballcarrier can still go on his turn. The defensive player can do this rolling one time for every defensive player who is next to the ballcarrier. If the tackle is uneffective, the defensive player must move the player figure he used to try to tackle with out of the ballcarrier’s way. On the offensive side, the player rolls, and 1-3 breaks the tackle and the ballcarrier can still run, and 4-6 the defensive player is still in his way, he can either lateral (move the ball to another offensive player) to a nearby teammate, or do nothing, and when it’s the defense’s turn, he can still get tackled. Another way to do this is “dice battling,” done either in turns or simultaneously. If the defensive player rolls higher than the offensive player, the ballcarrier gets tackled. Offensive higher than defensive, the ballcarrier breaks the tackle. Both have the same number, it’s a stalemate, and is just like when the offense rolls a 4-6; ballcarrier still has the ball but is blocked by the defensive player, the defensive player didn’t tackle the ballcarrier, the play resumes, with the player who didn’t have a turn playing his turn. Now about being the quarterback. After the kickoff is the first down. There are four downs. After the fourth down, the possesion switches to the other player’s team. Both players line their figures along either side of the line of scrimmage. The ball is in the quarterback’s hand, and when the offensive player says “hike!” the play starts. Offense always goes first, except for the kickoff and punts. The offensive player can move his players following the 3-space rule (by default). When it’s the offensive player’s turn, and he wants to throw the ball to the receiver he chooses, he rolls. 1-3 the pass is caught by the offensive player. 4-6 when no defensive player is there, the pass is incomplete, and the next play starts. 4-6 when a defensive player is near, it’s an interception (defensive player catches the ball and can run it. The multiple of 10 yard line nearest to where he gets tackled is the line of scrimmage, or if he gets to the endzone, a touchdown) This can also be done by dice battling. Offensive > than defensive, offensive player catches the ball. Defensive > offensive, interception. The offensive player can also choose a running play, where the ball starts in the running player’s hand, and he has to run it until he gets tackled. When the offensive player gets to the other team’s endzone, it’s a touchdown, and they score 6 points. Then they can decide if they want to make a PAT attempt (field goal), where they roll and 1-4 it’s good, the offensive team gets 1 point, and 5-6 it’s no good, or go for another touchdown from the goal line and get two points if they make the touchdown. Then, the scoring team kicks off to the other team, they line up, and it’s the other team’s turn at offense.
Game pieces: Most of the pieces I’ll make are out of card stock or paper, but you can make the figures out of polymer clay (which will probably be painstakingly difficult and time-consuming, because of the small scale and making the same player have the same physique for both home and away), electric football figures, or other things. I’ll post player templates in a psd, which you can change the uniform and helmet color, number, height, weight, accessories, and skin tone, to make your own, when I get a chance, as well as templates for everything else, from grandstands to fields both astroturf and grass to pressboxes to even mascots, referees, cheerleaders, and signs the fans hold up.
Bending, I mean customizing, the rules: Not every rule in this system is completely true to real football. You can make the rules more accurate. My method is mainly for arcade and casual play, but you can get more in-depth and realistic, such as making detailed rosters with different attributes for each player that use different dice roll numbers than the default ones. You can either play in timed quarters, or play to a fixed amount of points, kinda like “playing to 21” in basketball. You can make pee wee, middle school, high school, college, semi pro, professional, Canadian, arena, or recreational football experiences out of this ruleset, with its own details, like field size, how many points you score per touchdown or field goal, where the first down line is, etc. It’s up to you. Make leagues within your household, family, friends, neighborhood, or make your own fantasy league which you control every outcome! So grab your foam finger and enjoy!!
And please tell me what you think! Templates and printouts coming soon!
The start of the game: The player for the away team chooses heads or tails in the coin toss. If it lands on the one he chose, he gets to pick whether to kick or receive, and the home player decides which goal to defend. If the coin lands on the other side, it’s the opposite. Both players put their player figures on either side of the field, put the ball on the middle, and get ready for kickoff.
The ball: A small, flat, 2-sided, ball-shaped piece of paper with mounting putty (aka sticky tack) on one end to put on the ballcarrier’s hand.
Kickoff: Kickoffs are at the beginning of the game and after each field goal. The players are lined up, the ball is in front of the kicker, and you roll the die. The distance the ball lands is determined by the number the player rolls as a multiple of ten. For example, if the die rolls 5, it goes 50 yards. The player than moves the ball to the correct yard line, and the player on the offensive side attaches it to the nearest player figure’s hand. The player then gets 3 spaces (10-yard increments) that can be used and distributed any way the player likes. For example, he can move 1 figure 3 spaces forward or backward, 1 figure 2 spaces and another figure 1 space, or three figures in one turn, each moving 1 space. The nearest yard line (only multiples of 10 for simplicity’s sake) the player gets tackled on is the line of scrimmage, and will start the drive. More about tackling in a second.
Tackling, throwing, running, touchdowns, and dice battling: After the kickoff play is over, the players set their figures on either side of the line of scrimmage. The line of scrimmage and first down lines are marked by referee figures: the one carrying the big orange cone thing marks the line of scrimmage, and the one carrying the sign that says “1” marks the first down line. The first down line in this game is 20 yards (by default) in front of where the line of scrimmage was at the start of the drive. Whenever the ballcarrier gets tackled, the multiple of 10 yard line that he was nearest to when he got tackled is the line of scrimmage (by default). Now I’ll talk about tackling. When a defensive player is on the same multiple of 10 yard space as the ballcarrier, when it’s the defensive side’s turn, the defensive player to roll the die to determine if he tackles the ballcarrier or if the tackle is uneffective. 1-3, tackle hits and takes the ballcarrier down. The line of scrimmage is at the nearest multiple of 10 yard line the ballcarrier was tackled on. It’s the next down out of 4. 4-6, tackle is uneffective, and the ballcarrier can still go on his turn. The defensive player can do this rolling one time for every defensive player who is next to the ballcarrier. If the tackle is uneffective, the defensive player must move the player figure he used to try to tackle with out of the ballcarrier’s way. On the offensive side, the player rolls, and 1-3 breaks the tackle and the ballcarrier can still run, and 4-6 the defensive player is still in his way, he can either lateral (move the ball to another offensive player) to a nearby teammate, or do nothing, and when it’s the defense’s turn, he can still get tackled. Another way to do this is “dice battling,” done either in turns or simultaneously. If the defensive player rolls higher than the offensive player, the ballcarrier gets tackled. Offensive higher than defensive, the ballcarrier breaks the tackle. Both have the same number, it’s a stalemate, and is just like when the offense rolls a 4-6; ballcarrier still has the ball but is blocked by the defensive player, the defensive player didn’t tackle the ballcarrier, the play resumes, with the player who didn’t have a turn playing his turn. Now about being the quarterback. After the kickoff is the first down. There are four downs. After the fourth down, the possesion switches to the other player’s team. Both players line their figures along either side of the line of scrimmage. The ball is in the quarterback’s hand, and when the offensive player says “hike!” the play starts. Offense always goes first, except for the kickoff and punts. The offensive player can move his players following the 3-space rule (by default). When it’s the offensive player’s turn, and he wants to throw the ball to the receiver he chooses, he rolls. 1-3 the pass is caught by the offensive player. 4-6 when no defensive player is there, the pass is incomplete, and the next play starts. 4-6 when a defensive player is near, it’s an interception (defensive player catches the ball and can run it. The multiple of 10 yard line nearest to where he gets tackled is the line of scrimmage, or if he gets to the endzone, a touchdown) This can also be done by dice battling. Offensive > than defensive, offensive player catches the ball. Defensive > offensive, interception. The offensive player can also choose a running play, where the ball starts in the running player’s hand, and he has to run it until he gets tackled. When the offensive player gets to the other team’s endzone, it’s a touchdown, and they score 6 points. Then they can decide if they want to make a PAT attempt (field goal), where they roll and 1-4 it’s good, the offensive team gets 1 point, and 5-6 it’s no good, or go for another touchdown from the goal line and get two points if they make the touchdown. Then, the scoring team kicks off to the other team, they line up, and it’s the other team’s turn at offense.
Game pieces: Most of the pieces I’ll make are out of card stock or paper, but you can make the figures out of polymer clay (which will probably be painstakingly difficult and time-consuming, because of the small scale and making the same player have the same physique for both home and away), electric football figures, or other things. I’ll post player templates in a psd, which you can change the uniform and helmet color, number, height, weight, accessories, and skin tone, to make your own, when I get a chance, as well as templates for everything else, from grandstands to fields both astroturf and grass to pressboxes to even mascots, referees, cheerleaders, and signs the fans hold up.
Bending, I mean customizing, the rules: Not every rule in this system is completely true to real football. You can make the rules more accurate. My method is mainly for arcade and casual play, but you can get more in-depth and realistic, such as making detailed rosters with different attributes for each player that use different dice roll numbers than the default ones. You can either play in timed quarters, or play to a fixed amount of points, kinda like “playing to 21” in basketball. You can make pee wee, middle school, high school, college, semi pro, professional, Canadian, arena, or recreational football experiences out of this ruleset, with its own details, like field size, how many points you score per touchdown or field goal, where the first down line is, etc. It’s up to you. Make leagues within your household, family, friends, neighborhood, or make your own fantasy league which you control every outcome! So grab your foam finger and enjoy!!
And please tell me what you think! Templates and printouts coming soon!