The Gridiron Game

Gridiron Game
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Player 1
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Local game

First to the target score wins. Both teams get the same number of possessions, a tie goes to overtime, and overtime goes to the first team to score four points.

Field goals
Field direction
Special players

The Gridiron Game

How do you want to play?

The Gridiron Game

online

One player creates a game and reads out the four-letter code. The other player joins with it. The board is shared; each of you only moves your own side.

Field direction

The Gridiron Game

Object

Score more points than your opponent. A coin toss decides who opens on offence in a local or single-player game. The host sets a target score before the game (21 by default). Both teams get the same number of possessions: if the team that opened on offence reaches the target first, the other team gets one drive to tie or beat it. If that drive ties the game it goes to overtime, where the first team to score four points wins - a touchdown ends it, and two field goals do as well.

The field

Thirty yards by eighteen lanes, with an end zone at each end. Each team owns an end zone: team one attacks the near end (yards 1-3) and team two the far end (28-30), all game. A change of possession does not flip the field - the ball stays exactly where it is and the new offence simply turns around, exactly as on a real field. Each end zone is painted in the colour of the team that attacks it, over the same mown grass and checker as the rest of the field, so the end a team is driving at is always its own colour.

The host can set the board the other way round before kickoff: the offence always drives up draws the field from the other end while team two is on offence, so whoever is on offence is always attacking up the screen. The rules are identical - only the picture flips, and it flips with possession.

Scoring

  • Touchdown: 6
  • Extra point (PAT): 1 - almost automatic (19 in 20), for either team, including after a defensive touchdown
  • Field goal: 3
  • Safety: 2

A play

  1. The offence picks one of its eight formations. The defence sees it. Every offensive card is a legal NFL formation: eleven men, at least seven on the line of scrimmage.
  2. The defence picks one of its nine formations.
  3. The dice roll themselves, unless the offence has a kick or a punt to think about (fourth down, or a field goal in range). Each side rolls two dice.
  4. The side with the higher die moves the number on that die. The other side moves the number on its lower die. On a tie both sides move their high die.
  5. The offence moves first. Click a player, then a square.
  6. When both sides have finished their turn, roll again and the same down carries on. Points you do not spend are banked into that roll, up to 8, so a poor roll is never wasted.

Moving

  • One square costs one die point, except the quarterback, who pays two - unless his team took the Speedy QB special. A diagonal costs both steps.
  • You cannot move through another player.
  • You may stop moving at any time with your End turn button.
  • A defender tackles by moving onto the ball carrier. That ends the play.

Downs

A tackle starts the next down where it happened. You get four downs to get past the yellow line. That line is three rows down the field - practically twelve yards, because the markers down the side read 4, 8, 12 and so on - but the game calls it ten yards, the way football does: you cannot stop at exactly ten, you cross the line that sits between ten and twelve, and that is your first down. Get past it and a fresh set of four starts, with the line three rows further on; fail on fourth down and the other side takes over on that same spot and turns around, because the ball never flips to the far side of the field.

The line

Every player is a helmet-and-shoulders bust. The helmet colour shows the position, the jersey is that team's chosen colour, and the width of the shoulders tells a lineman from a back at a glance. A strong lineman burns a red glow: he is the one man on the line a defender cannot come through. A vertical football badge marks whoever is carrying the ball. The two marked rows - the line of scrimmage and the line to gain - can be drawn as a line on the edge of the row or as a tinted row: the Lines button in the tools switches between the two.

  • A defender cannot move onto a strong lineman (the red-rimmed square), and a weak lineman is the only offensive player he can go through: a back or the quarterback has to be gone around.
  • The line's strong men are rolled only after the defence calls its play, so a formation cannot be picked to attack them.
  • The carrier can push any teammate forward: hold Shift and click him (a plain click still selects him), or click a strong lineman without Shift. A push has no premium - it costs the normal one point per square, two for a quarterback. The whole line of teammates shifts one square if there is an empty square in front of it. A defender caught in that line is shoved too, at double the cost, but only a strong lineman can move him - and only one: two stacked defenders stop the push. The edge of the field, or a pile with no empty square beyond it, also stops it. A teammate's badge shows the cost with a ⇧ (shift) mark.
  • The carrier can also run through the gap past a strong lineman: click the carrier, then an empty square beyond the line. It costs two points per square moved (three per square for a quarterback) and the lineman stays where he is.
  • A defender can go through a weak lineman (an L on the line) for two points. The two players swap squares.

Passing and handoffs

  • Double-click a teammate to throw to him. The confirm dialog shows the dice and the chance of completing it before you commit.
  • A handoff is a throw to an adjoining teammate who is not forward of you. It is automatic: no dice, no confirmation, no chance of failing. A handoff to a teammate on the same row is free.
  • A handoff backwards - to a teammate further from the end zone than you - banks one die point for the ground you gave up. That is the quarterback's escape valve when the pocket collapses.
  • One forward pass per play, and only from behind the line of scrimmage. A forward pass costs two die points and can reach any receiver. A lateral is any throw that is not forward, so it is never intercepted and does not spend the forward pass.
  • Only the quarterback throws at full strength: any other thrower (a back or receiver who took a handoff) gives the defence one extra die. A lineman is not an eligible receiver.
  • A lateral behind the line of scrimmage completes unless the 1-in-100 fumble hits; past the line it is 19 in 20. A dropped lateral is a fumble: the ball lands on an empty square beside the receiver, the offence loses its remaining die points, and the defence moves next.
  • A fumble is a scramble. The ball is hidden, each side gets one blind step (a diagonal counts as one square), and a player who steps onto it recovers it. If neither side finds it, roll again: the ball is visible from then on and is recovered normally.

Passing odds

The throw is the one action priced before you commit: the confirm dialog names the dice on both sides and the exact percentage. It is worked out at the moment you throw, so the price follows the board. Moving the receiver first, letting the defence spend its points elsewhere, or waiting a down all change the number.

  • Your dice. The nearest defender within three squares sets them: 1 if he is right beside the receiver, 3 at two squares, 6 at three. With nobody within three squares the catch is automatic and nothing is rolled.
  • Their dice. One per defender anywhere inside those three squares, two for the one beside the receiver, plus one for every defender standing in the straight line between thrower and receiver, plus one if the thrower is not the quarterback. Sure Hands adds one die back for you.
  • The contest. Highest die wins and a tie is rolled again, so a tie never hands the ball over. Only the count of dice matters.
Chance of completing a forward pass. The columns are the defence's total dice.
Nearest defender You roll 1 2 3 4 5 6 7 8
nobody within 3 - always caught
3 squares 6 91% 82% 73% 65% 57% 50% 43% 37%
2 squares 3 79% 63% 50% 40% 33% 27% 22% 18%
beside him 1 50% 31% 21% 15% 11% 9% 7% 6%
  • Reading it. Six dice against one defender completes 91% of the time; one die against four is 15%. A crowd is worse than a star: every extra defender inside the ring, and every body in the lane, is another defensive die. A receiver three squares from three defenders rolls 6 against 3 (73%) - better than the same receiver covered by one defender at two squares (50%).
  • The pick is on top. Every failed forward pass is intercepted 1 in 15 (1 in 10 against Ball Hawk). The interceptor holds the ball and runs it back with whatever points the defence has left: a tackle ends it as a turnover at that spot, reaching the far end zone is a defensive touchdown, and a pick in your own end zone is their touchdown too. The two points are spent whether the pass completes or not.
  • Making it better. Move the receiver clear first (one point a square, two for the quarterback); throw with the quarterback, because a back or receiver throwing adds a defensive die; clear the throwing lane; and throw late in the round, after the defence has spent its points going the other way.
  • When not to throw. A handoff is free and cannot fail. A lateral costs the same two points and is never intercepted (99 in 100 behind the line, 19 in 20 past it). With a bad number, take the ground yards and throw on a later down, when the coverage has moved.

Every action: cost and risk

Action Cost What can go wrong
Move a player 1 a square (2 for the quarterback) nothing - the worst case is that it was wasted
Push the line 1 a square, 2 for the quarterback; a shoved defender costs double only a strong lineman can shove; one defender only, two stacked stop it, and so do the edge of the field and a boxed-in pile
Run the gap past a strong lineman 2 a square (3 for the quarterback) the lineman stays put, so the hole closes behind you
Go through a weak lineman (defence) 2 points the two players swap squares
Tackle the carrier the move onto his square 1 in 20 fumble, and the ball is live for either side
Handoff (same row or backward) free; a backward handoff even banks a point nothing - it is automatic
Lateral 2 points 1 in 100 fumbles behind the line, 1 in 20 past it; never intercepted
Forward pass 2 points, once a play, from behind the line coverage dice, then 1 in 15 intercepted; the points are spent either way
Field goal ends the down the distance table below; a miss gives the ball up on the spot
Punt ends the down lands within ten numbers either way of the spot you pick

Kicking

  • Field goal: the game works out the distance to the posts from where the ball is. In a local game the host chooses how the kick is decided. Paper football: the game rolls how far the kick could go, and if it reaches you kick a paper football and answer true or false. Dice formula: roll three dice against a total that climbs with the distance - 95% from inside 40 yards, about 84% at 45, 50% at 60, 9% at 65, three sixes from 70 out, and past 80 yards it is out of range. Online games always use the paper football. The kick button shows the current distance and, in formula games, the chance.
  • Punt: choose up to the distance the game allows; the ball lands within ten yards either way.
  • PAT: after a touchdown, kick a paper football and answer true or false for one point.

Special players

Optional, and chosen before kickoff in a local or single-player game. Each team gets one; the AI picks its own. Online games play without them for now. Each team's special is named beside the score under a gold star, and the one that belongs to a single player - the Speedy QB - also wears that star on his chest, down in the corner of his square.

  • Lead Blocker - once a play, a teammate next to the square you leave follows you into it for free.
  • Ball Hawk - your defence intercepts on 1 in 10 instead of 1 in 15.
  • Sure Hands - +1 die on a contested forward pass.
  • Speedy QB - your quarterback moves at the normal rate: one point a square instead of two, and the same through a hole in the line.

Turnovers

  • Any tackle has a 1-in-20 chance of a fumble. The ball goes live beside the pile - the football sits alone on that square - and the first player to reach it recovers it. A defensive recovery is a live return: the defender carries it, keeps running with the defence's remaining points, and a tackle ends the return. Reaching the end zone the defence is attacking (the one the offence defends) is a defensive touchdown.
  • A defender who falls on the ball in his own end zone (the one the offence attacks) gets a touchback: his team takes over at the kickoff spot instead of running it out.
  • Tackled in your own end zone: the defence scores a safety.

These rules describe what the code actually does.