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TECHNO BOWL Kickstarter Preview

This document provides an overview of the rules for a tabletop American football game called Techno Bowl. It describes the goal of scoring more points than the opponent, as well as mechanics like player skills, downs, and the sequence of events in a down. Skill checks, successes, and failures are also outlined.

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johnlondon125
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0% found this document useful (0 votes)
320 views21 pages

TECHNO BOWL Kickstarter Preview

This document provides an overview of the rules for a tabletop American football game called Techno Bowl. It describes the goal of scoring more points than the opponent, as well as mechanics like player skills, downs, and the sequence of events in a down. Skill checks, successes, and failures are also outlined.

Uploaded by

johnlondon125
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ARCADE FOOTBALL UNPLUGGED

PRESS START
COPYRIGHT BRENT SPIVEY * BOMBSHELL GAMES * 2014-2016

KICKSTARTER PREVIEW COPY


preview version 1.0

WATCH THE GAMEPLAY VIDEOS!


This is a preview of the rules. Keep in mind that additional graphic design, layout work, and technical edits will still need to be
done, but the rules are complete. This includes the addition of an introduction with sample game set-up and component listing.
GAME OVERVIEW SKILL CHECKS
TECHNO BOWL is a game that takes the best of video game and The universal mechanic for a player resolving any skill check is the
arcade style American football and puts it on the tabletop. rolling and totaling of a 2d6 dice roll. This includes modifiers that
specifically apply to the skill, action, ability, or situation being tested
The goal of the game is to score more points than your opponent in the including teamwork [page xx]. Any pluses or minuses that apply to a
most spectacular fashion possible. A team has 4 downs on offense skill check represent actual numbers [and NOT dice] that are added and
[assuming the defense doesn’t take the ball from them first!] to get the subtracted from the result. The end result determines what happens.
ball into their opponents’ end zone and score a touchdown. If the
offense doesn’t score in this time, then the ball is turned over on downs. The Rule of 3: a skill check may never benefit from more than +3 nor
This means that the opposing team takes possession of the ball and has be penalized more than -3, no matter how many bonuses or penalties
4 downs to try and score. This continues until time runs out. could be applied. To be perfectly clear about bonuses/penalties, here
are the steps you take:
Note! Unlike traditional football, there is no ‘getting a first down’. You
either score or turn the ball over after 4 downs. 1. Add up any bonuses that apply to the skill check. Stop counting at
+3 even if there are more possible bonuses.
2. Add up any penalties that apply to the skill check. Stop counting at
DOWN OVERVIEW -3 even if there are more possible penalties.
TECHNO BOWL is broken up into downs.
3. Roll 2d6 and apply the net bonus/penalty if any exists.
A down is a collection of turns and activations that begins with the
This means that if a skill check could benefit from 4 possible bonuses
offensive and defensive coaches setting up their formations and
and suffer from 3 possible penalties, the net effect on the skill check
ends with either a tackle, touchdown, safety, incomplete pass,
would be 0 [and NOT +1]. Stop counting at 3!
player running out-of-bounds, or a field goal.
There are three possible results from a skill check:
Below is the basic structure and sequence of events that occur during
a down. All elements found here will be discussed in more detail later
• TOTAL SUCCESS
when applicable.
• PARTIAL SUCCESS
• FAILURE
1. The coach of the offense sets up his team on the field.
2. The coach of the defense sets up his team on the field.
3. The offensive and defensive coaches pick their plays. TOTAL SUCCESS
4. Offense has the option to motion a player. On an end result of 10+, the skill check is a complete success! Resolve
5. Defense has the option to motion a player. the effects of the skill being tested. Additionally, anytime that the result
6. Repeat steps 4 and 5. of a skill check is a total success and after completing the activation of
7. The ball is snapped and the play begins! the player that generated the success, the owning coach may activate
8. The play continues until a player with the ball is tackled or steps another player [not the one that just acted] on his team and perform a
out-of-bounds, points are scored, or an incomplete pass is thrown. full activation with that player.

PLAYER SKILL RATINGS PARTIAL SUCCESS


When a 7-9 result occurs, the player has successfully accomplished
Player skill ratings are determined by taking how well [or poorly] a
his goal, but the execution wasn’t quite perfect. This opens up an
player performs in any given situation across all measured attributes
opportunity for the opposing team to react. After resolving the check
and then crunching these numbers down to a single quantifiable
and any associated effects, the opposing coach always has the
measure. Player skill ratings and the league skill cap [page xx] are
option to take a move action with ANY one player on his team. This
used to define overall player ability and control team composition.
movement is limited, however, and may only be up to half of the
player’s move allowance [rounded up].
Players are assigned a skill rating based on their overall athletic ability.
This is a number that will be between 3-7. This single number takes
into account how well or poorly they perform in every aspect of play FAILURE
and is the number that will be used when resolving skill checks. An end result of 6 or less on a skill check is a complete failure! For
starters, the attempted action does not occur, and the activation ends
• Players with higher numbers are faster than others and more immediately for the coach who rolled the failure.
skilled when performing actions requiring speed, agility, or
dexterity. These players are quicker to act and better at rapidly If the action can be reversed as a result of the failure, the opposing
assessing a situation. coach has the option to perform the reversal immediately following
• Players with lower numbers are slower than others but more the failure result. Reversing an action means the player that was the
skilled when performing actions requiring power or strength. target of the intended action may resolve it against the player that
These players are slower to act and more methodical when assess- attempted it against him instead. For example, if a player failed in his
ing a situation. attempt to block an opponent, the target opponent could resolve the
block against him instead! No roll is required as this is a result of the
Players are assigned uniform numbers based on their skill rating. The initiating player failing his skill check. Actions that can be reversed
first digit on a player’s uniform identifies the rating. So, players with will have it included in their description.
the numbers 51, 55, and 58 would all have a skill rating of 5. Players
with the numbers 6, 64, and 66 would all have a rating of 6. This means Sometimes a failure result will have a specific effect. An example of
that fans and coaches know every players basic skill rating by simply this would be a failed passing attempt causing the ball to be scattered.
looking at the uniform number! How convenient is that?

3
After all immediate effects and/or reversals have been resolved, the
opposing coach may perform an activation with ANY player on his
KNOCKED DOWN
TECHNO BOWL is a brutal game and, as a result, a player will
team. This represents him capitalizing on the poor execution and the
occasionally get knocked down. It happens. If using chits or tokens to
play breaking down. Failure on a skill check will give your opponent a
play, place a knocked down token on the player. If using miniatures,
free action at a minimum and possibly allow him to reverse an action as
blocks, or meeples, the playing piece may be placed on its side.
well. Choose your match-ups carefully!
A player that is knocked down does not threaten the squares that
Throughout the rules, anytime that you see the term success used by
surround him and may not be the target of a block action. A knocked
itself when used to reference the results of a skill check, it means that
down player’s space may not be moved through unless the player is
the end result of a check is 7-12. Total and partial successes are simply
benefitting from a special skill, ability, or perk. Any activation that a
varying degrees of success.
knocked down player takes must begin with standing up [see Move on
page xx]. Standing up uses up 3 of a players move allotment.
BENCH BOOST You’ll learn the many ways that a player can get knocked down
When performing a skill check with a player, a coach may discard one
throughout the rules.
or more cards with that particular player’s number from the bench
for a +1 bonus per discarded card. The decision to use a bench boost
must be made before the skill dice are rolled. Each card used for a TEAMWORK
bench boost is then placed on the discard pile. Certain abilities and actions can receive bonuses or have penalties
applied through the use of teamwork. When an action can be affected
Keep in mind that cards used for a bench boost may NOT be used to by teamwork, a bonus or penalty is applied for each player that is
exceed the +3 maximum bonus on a skill check! threatening the target of the action and threatening the player taking the
action. The standard bonuses and penalties are:
THREAT ZONE • +1 for each player on the active team threatening the target
The eight squares that surround a player are collectively referred
• -1 for each player on the opposing team that are threatening the
to as the threat zone. These squares are threatened by that player.
player taking the action
Recognizing threatened squares is important for determining and
calculating both bonuses and penalties gained from teamwork and for
The player taking the action and the target player do NOT produce
calculating movement penalties.
bonuses or penalties for teamwork! Only other players helping out do
that. Teamwork is also used when resolving passes and covered in that
section of the rules.

ACTIVATING A PLAYER
When a coach activates a player, he then performs an activation with
him. A full activation with a player may be any one of the following:

• a full move with the player


• a basic or special action with the player
• a half-move with the player [rounded up] followed by an action

The half-move action with a player being rounded up means that a


player with the #7 could move 4 and then take an action or that a player
with the #5 could move 3 and take an action.

BOOTH REVIEW
At this point, you’ve learned some general game terminology and very
basic game structure elements that will be essential in learning the rules
that follow. You know:

• how to determines a player’s skill rating


• how to perform a skill check
• how to perform a bench boost
• how to determine threat
• how to calculate the bonuses and penalties from teamwork
Player #7 threatens the 8 squares that directly surround him.
• the three options available when activating a player
All players threaten the squares that directly surround them. A player’s
It’s worth noting as well that there were no specific player positions
skill rating is not important when determining threat.
mentioned. Why? It’s because there are none! Any player on a coach’s
team may be used as he sees fit. However, coaches should feel free
[and are expected] to use traditional football positions when describing
players and the action on the field.

Now, let’s learn how to apply all this when actually playing some
football! We’ll begin by looking at it from the player perspective.

4
A player may not move through space occupied by another player [no
BASIC ACTIONS matter the team] unless the player is benefitting from a special rule. A
Basic actions are the fundamentals of football. Any basic action may
player with the ball may voluntarily move out of bounds even though it
be attempted by any player. Obviously, a player’s skill rating will
is frowned upon, and the fans will most certainly let you hear about it!
make him better suited for some actions more than others, but there will
If a player with the ball moves out-of-bounds, the play is over and the
be desperate situations that will call for desperate measures!
ball is placed on a new line-of-scrimmage determined by the square
from which the player left the field.
• MOVE
• MOVE AND X
All measurements in the game are determined by counting the number
• BLOCK
of squares that the player/ball has moved through and applying an
• TACKLE
additional penalty of 1 for every other diagonal traveled after the
• PASS
first. This includes determining pass ranges and scattering the ball
• HAND-OFF
when a throw is off target or when the ball has been fumbled. Only
measurements for move actions suffer a range penalty for threatened
MOVE squares unless otherwise noted.
A player’s move allowance is equal to his skill rating. As an action, a
player may move any number of spaces using up to his full movement
allowance. So, a player with a skill rating of 5 would be able to move
MOVE AND X
A player may move up to half of his move allowance [rounded up] and
up to 5 spaces. Movement costs are calculated based on the space the
then perform another action that is available to him on his activation
player is leaving. Players are not charged for moving into a square.
instead of taking a full move action or simply performing an action.
Movement costs are as follows:
This movement must be performed and completed before the other
action is taken. This allows a player to move-and-block, move-and-
• leaving a non-threatened square = 1
tackle, move-and-throw, etc.
• leaving a threatened square = 2 for each player on the opposing
team threatening the square
• leaving a threatened square while carrying the ball = 3 for each AS PART OF A MOVE ACTION
player on the opposing team threatening the square There are some basic actions and special abilities that allow a player
• every other square of diagonal movement on an activation after to perform a specific action as part of a move action. When the text ‘as
the first diagonal movement = 1 [see diagram below] part of a move action’ is used, it means that a player may:

Movement may be horizontal or diagonal. This means that a player • take his full move action
may move across a flat side or a corner. The first diagonal movement • perform the specific action at any point during the movement
by a player is not charged the additional 1 for diagonal movement. including before or after
After the first diagonal movement on an activation, every other • interrupt the movement to perform the action and continue moving
diagonal movement carries an additional cost of 1. A player may not after it is completed [unless the other action fails!]
move across a diagonal if there are players on both sides of it unless
benefitting from a special rule. This is true even if the players are on his If a skill check for an action that is performed as part of a move action
team. is a total success [generating an action for another player on that
coach’s team], any additional movement and/or other effects must be
completely resolved before activating the other player [taking the bonus
activation].

If a skill check for an action that is performed as part of a move action


is a partial success [generating a half-move for a player on the opposing
team], any additional movement for the player performing the skill
check is resolved before the opposing player may move.

STANDING UP
A player that is currently knocked down may stand up as part of
a move action. Standing up costs the player 3 of his movement
allowance. Standing up does not require a skill check.

DEFENSIVE PRESSURE
If a coach moves a defensive player into a square that threatens an
offensive ball carrier that is behind the line-of-scrimmage, the offensive
coach has to discard two player cards from his bench. The defensive
coach selects these cards at random. This means that the defensive
coach may not look at the cards, but he may select any two that are
currently on the bench. If the offensive coach doesn’t have two cards on
the bench to discard, the ball carrier is automatically tackled. This can
be an effective way to perform a sack or stuff a runner in the backfield
on a delay or passing play that’s taking a while to develop.

If the ball has already passed the line-of-scrimmage on that current play
but moved back behind it for some reason, the defensive pressure rule
The 1 penalty for diagonal movement applies to every other diagonal
still applies!
after the first. Notice that they do NOT have to be consecutive!

5
A player that purposely moves out of a square that threatens the
ball carrier on an activation may NOT move back into a square that
threatens the ball carrier and apply defensive pressure on the SAME
activation. Threatening on a future activation if the ball is behind the
line-of-scrimmage applies the two card penalty as normal.

BLOCK
Blocking is used to physically and forcibly move a player on the
opposing team from his current location. It is equally useful on offense
and defense. To perform a block:

1. Compare the skill ratings of the player performing the block and
the target player on the opposing team.
2. Calculate the difference [if any].
3. If the blocker’s skill rating is lower, then he gains a bonus [to a
maximum of +3] equal to the difference between the skill ratings
4. Apply other bonuses for teamwork, special abilities, or perks as
applicable.
5. If the blockers’s skill rating is higher, then he suffers a penalty [to
a maximum of -3] equal to the difference between the skill ratings.
In the example above, player #42 of the Bighorns is diagonally
6. Apply other penalties for teamwork, special abilities, or other
blocking player #43 of the Pit Bulls. Notice the possible locations that
effect as applicable.
the player could be moved to if the block is successful.
7. Perform the skill check with a 2d6 roll.
8. Calculate the net result.
Since players #42 and #43 have the same skill rating, no bonus or
penalty would be applied to the skill check roll based on their relative
If the block is a success, the opposing player is pushed back into the
skill ratings. The block would enjoy a +1 bonus from teamwork,
square that is directly behind him or to one of the two squares on either
however, since player #51 of the Bighorns is threatening the target of
side of that square [see the blocking diagrams opposite]. The coach
the block.
of the blocking player chooses which square the opposing player is
blocked into. The player must be pushed into one of these open squares.
This time we illustrate the possible block locations if player #43 of the
If all of these squares are occupied, then the target player is knocked
down in his current square instead. A player that would be pushed out
of bounds as the result of a block is knocked down in his current square
instead. A player may not be blocked out of bounds if a legal open
square exists in bounds.

After performing a successful block, the player that performed the


block has the option to perform a follow-up move. This is a free move
into the square that was occupied by the opposing player. Follow-up
moves ignore all movement penalties from threat zones. A player is
not required to perform a follow-up move.

If the block is a critical success [meaning that the result was a success
and doubles were rolled on the skill dice], then an especially brutal
shove has occurred and the player is pushed back AND knocked down.
If by some chance the player being blocked was also carrying the ball,
then in addition to all other effects the ball is also fumbled! The ball
is scattered from its location. Scattering the ball is covered in detail on
page xx.

If the block attempt is a failure, the target player on the opposing team
has the option to reverse the block and perform it on the player that
Pit Bulls was targeting player #51 of the Bighorns with a block.
initiated it. As always, a free action may be taken by any player on the
opposing team due to the failure result [including the one that reversed
Player #43 would receive a +1 bonus on the block since his skill rating
the block!]. If the block is a critical failure [meaning that the result was
of 4 is one lower than the 5 skill rating of his target [this is determined
a failure and doubles were rolled on the skill dice], things have gone
by comparing the first numbers on the players’ jerseys]. However, he
very badly, and the player that initiated the block may be pushed back
would also receive a -1 penalty on the check due to teamwork since
AND is knocked down. If by some chance the player was also carrying
player #42 is threatening him. This produces a net result of 0 being
the ball, then in addition to all other effects the ball is also fumbled!
applied to the skill check.
The ball is scattered from its location. Scattering the ball is covered in
detail on page xx.
The dice roll alone determines the outcome of this bid for position!
Wait a minute… you mean a ball carrier can perform a block? You bet!
This is referred to as ‘trucking’ the defensive player. ;) Boom!

6
TACKLE #47 starts with a +3 bonus due to the comparison of skill ratings.
What’s a tackle? A tackle is when you attempt to bring a player on Normally he would enjoy an additional bonus of +1 for teamwork from
the opposing team that is carrying the ball to the ground. This can be #70 threatening the ball carrier, but he won’t this time as the maximum
accomplished by any means necessary and includes tripping, grabbing, bonus of +3 has already been reached.
slamming, kicking, hitting, and generally attempting to cause harm...
err... I mean... prevent further advancement of the football. A player Player #56 of the Falchions is threatening the player making the tackle
must be in possession of the ball for a tackle attempt to be made against attempt producing a -1 penalty due to teamwork. The net bonus for the
him. To perform a tackle, a player must be threatening the ball carrier. skill check ends up being +2.
This means that the player must be in his threat zone. To perform a
tackle: PASS
The pass action allows a player to target either another player on his
1. Compare the skill ratings of the player performing the tackle and team or an unoccupied square on the field and attempt to throw the ball
the ball carrier. there.
2. Calculate the difference [if any].
3. If the tackler’s skill rating is lower, then he gains a bonus [to a During a play, a player may throw the ball anywhere on the field that
maximum of +3] equal to the difference between the skill ratings. is within range until a forward pass has been made or the ball has
4. Apply other bonuses for teamwork, special abilities, or perks as moved past the line-of-scrimmage. Once the ball has been advanced
applicable. past the line-of-scrimmage, any passes attempted after that may only
5. If the tackler’s skill rating is higher, then he suffers a a penalty [to be laterally or backwards. This means that they cannot target a player/
a maximum of -3] equal to the difference between the skill ratings. square that is closer to the opponent’s end zone than the throwing
6. Apply other penalties for teamwork, special abilities, or perks as player’s current square.
applicable.
7. Perform the skill check with a 2d6 roll. A pass’s maximum range is equal to double the value of a player’s
8. Calculate the net result. skill rating. If a player targets a player or square with a pass that is at
a distance equal to [or closer than] his skill rating, then a +1 bonus is
If the tackle is a success, then the player with the ball is knocked applied to the skill check.
down, the down is over, and play is stopped. The next play will begin
with the yard line where the tackle occurred being the new line-of- Player #7 is going to attempt a pass. He can target a player or square
scrimmage. If the tackle occurred on 4th down, the drive is ended and that is up to 14 spaces away. If he targets a square that is 7 spaces
the player that performed the tackle is now on offense. away or closer, a +1 bonus will be applied to the check.

If the tackle is a critical success [meaning that the result was a success Throwing a pass is based solely on the skill rating of the player
and doubles were rolled on the skill dice], then a particularly nasty hit performing the action and not that of the receiver unless either of
has occurred and in addition to all other effects [like the player being players is benefitting from a special rule or perk. To throw a pass:
knocked down] the ball is also fumbled and the down does not end!
The ball is scattered from its location. Scattering the ball is covered in 1. Determine the distance to the target player or square.
detail on page xx. Continue with the effects of a total or partial success 2. Add a +1 bonus if the target is within a number of spaces less than
as normal. or equal to the passers skill rating.
3. Apply other bonuses [such as those from special abilities, perks, or
If the tackle attempt is a failure, an activation may be performed by any bench boosts as appropriate].
player on the opposing team as normal. If the tackle attempt is a critical 4. Apply a -1 penalty for each player on the opposing team that is
failure [meaning that the result was a failure and doubles were rolled on threatening the target player/location or the passer [max -3].
the skill dice], the player attempting the tackle is knocked down. This is 5. Perform a skill check with a 2d6 roll
in addition to all other effects. 6. Calculate the net result.

If the pass is successful, the ball is moved to the target location. If


the pass targeted a player, the ball is caught automatically and play
proceeds as normal. If the throw was to an open square, the ball is
spiralling through the air on an arc between the passer and the target
location! Place the red target marker on the location to represent that
the ball is in flight and en route to the targeted square.

If the pass is unsuccessful, then it is off target and scattered from the
target location. Scattering is covered soon on page xx.

Remember! Calculating the distance for a pass is simply a matter of


counting the squares to the target [not including the thrower’s square]
and applying an additional penalty of 1 for every other diagonal
square after the first.

There is no penalty for opposing players or intervening players when


calculating the throw distance.

When discussing passing, the term target refers to both players and
open squares that are the target of a pass.
Here #47 of the Lumberjacks is attempting to tackle the Falchions #7.

7
HAND-OFF
A hand-off occurs when one player gives the ball to [or takes the ball
from] another player on his team. The two players must be adjacent
to one another [either on the flat edge or diagonally] . A hand-off is an
action that may be performed as part of a move action. A hand-off
action may be initiated by a player with or without the ball. This means
that a player without the ball can move into a square that is adjacent
with a ball carrier, receive a hand-off, and continue moving. Running
game anyone?

RESOLVING A HAND-OFF
If neither the player handing the ball off nor the player receiving the
hand-off are being threatened by a player [or players] on the opposing
team, the hand-off is automatic and the ball is transferred from one
player to the other.

If either of the players involved in the hand-off is being threatened, then


a sport check will have to be made. A sport check is where the coach
rolls 2d6. As long as the result is not doubles, the action is successful.
If doubles do occur:

• the action fails


• the player’s activation is immediately ended
• the ball is scattered
• play continues
Here we have #6 of the Sushi looking to pass to #71. The passer is It’s important to note that a sport check is NOT a skill check. This
being threatened by #47 of the Lumberjacks and the receiver is being means that failing one does not give your opponent an activation. It also
threatened by two Lumberjack defenders. This produces a -3 penalty to means that not failing on one does NOT generate an activation for you.
the skill check for the pass. The receiver is within a throwing distance You are only checking to see if doubles occur. Keep it simple! Sport
of 6 squares granting a +1 bonus to the throw. checks are covered again in slightly more detail on the next page.

SCATTERING THE BALL


A ball being scattered is usually the result of either a fumble or a pass
being thrown off target. The process for scattering the ball is simple:

1. Each coach rolls a single die.


2. The difference between the two dice [if any] is the number of
squares the ball is scattered.
3. The coach’s die that had the higher face value resolves the scatter.

When scattering the ball it must [if possible]:

• NOT enter the same square twice.


• NOT end on the square where the scatter began.
• Move a number of squares equal to the difference between the two
die.
• NOT enter the square of a player unless it’s the last square in the
scatter [if possible].
• NOT go out of bounds unless it is a pass [fumbles don’t scatter out
of bounds].

A ball may move fewer spaces or end on a player before the final
space if conditions on the field make it impossible to do otherwise.
For example, a player may be completely surrounded by other players.
When this happens, the ball would simply scatter directly to one of
them.

Throwing the ball in this situation would be performed at -2 to the skill If the results on the two dice are the same, the scatter does not occur
check. Throwing into double coverage is not a good idea! and a dramatic recovery takes place. Please make sure to narrate this as
On the other hand, #6 could step away from the defender threatening the situation warrants!
him. This would cost 3 movement since he has possession of the ball
and is leaving a threatened square. If he targets the spot behind his If a pass scatters out of bounds, the play is ended, the down is over,
receiver [and behind the coverage!], he would still enjoy the +1 bonus and the ball is returned to the original line-of-scrimmage. If it was 4th
without any penalties. Add a couple of bench boost cards, and who down, the opposing team takes possession of the football.
knows what could happen?!?!

8
LOOSE BALL COACHING
A ball that has been scattered due to a fumble or errant pass and not in You have learned the fundamentals and core skills possessed by your
the possession of a player is a loose ball. A loose ball is either on the players. Now I’m going to teach you the essentials skills needed for
ground or airborne. being a coach. This includes setting up on offense and defense, how to
call a play, keep time, and the sequence of play during a down.
If a loose ball occurs as the result of a fumble from a crushing tackle,
botched hand-off, or bobbled pitch [covered in skills], then it will What you’re not going to learn yet is all the special abilities, rules,
remain on the ground until a player from one of the teams picks it up. skills, and perks. It’s strongly recommended that you play several
7-vs-7 games using the basic rules to really see how the core game
If a loose ball occurs as the result of a pass being off target [or being works and develop a true understanding of the concepts. In fact, many
on target and not caught yet], then it will remain suspended in the air coaches will never need to advance past the basics to really enjoy the
en route to the target location until a player either catches it OR all the game.
cards on both coaches’ benches have been exhausted. If both coaches
have discarded all of their cards and an airborne pass hasn’t been
caught, then it falls to the ground incomplete, the play is ended, and the
PREGAME
Set up the play area as illustrated on page xx. The field is placed
ball is returned to the line-of-scrimmage.
between the two coaches lengthwise with both of the benches to one
side of the field and the scoreboard is placed on the other. Down
A loose ball that is airborne is marked with the red target token.
markers are placed on the same side of the field as the scoreboard.

GRABBING A LOOSE BALL • Each coach selects his team, and coaches exchange scouting cards.
Grabbing a loose ball is an action that may be performed as part of a • Two piles of time tokens are created with each containing 6 tokens
move action. This can range from scooping up a fumble to catching a placed to one side of the field.
tipped pass for an interception. Either way, it is resolved by making a • Each coach receives two time out tokens.
sport check.
DETERMINE WHO GOES FIRST
SPORT CHECK The game of TECHNO BOWL is divided into two equal halves. If a
Sport checks are made for actions and occurrences that fans of football coach begins the game with the ball on offense, the opposing coach will
expect to see happen. They are made for fundamental abilities that begin the second half of the game in possession of the ball on offense.
all players in the MFL have that reside outside of the normally tested
skills. Sport checks make the assumption that players found at this level Before start of the game, players must decide which player will be
of sport should be able to scoop up a fumble, hand the ball to another on offense first. To do this, players make a coin toss. The player not
player while under pressure, or catch a pass that they run under most of performing the toss chooses heads or tails. The winner of the toss
the time. 83.34% of the time to be exact. Those are really good odds. determines who goes first. In the event that a coin is not available, this
The other 16.66% of the time spectacular tragedies happen! This is may be decided by both players rolling a single d6. If using a single d6
what a sport check is all about. to simulate the coin toss 1-3 represents tails with 4-6 being heads.

I’m going to break the fourth wall for a moment here and make a quick
design commentary. Why? Because I know a lot of you are going to
OFFENSIVE FORMATION
The coach that is going to be on offense places the ball centered on the
want to instinctively make skill checks in these situation. If this were
field on the 20 yard line closest to the end zone he is defending. This
a slow paced sim with lots of charts, that might be the right decision.
is the one that is closest to him. If done properly, he will have 80 yards
But it’s not. This is sport. Imagine this. You call the perfect play, get
to travel to get to his opponent’s end zone to score a touchdown. This
into your opponent’s backfield, and make a critical hit on the ball
will be the line-of-scrimmage that the offense and defense set up in the
carrier at unlikely odds to cause a fumble. Your total success allows
squares on either side of. The offensive coach has one minute to place
you to activate another player [the closest of which happens to be a
his players on the field in any legal formation he chooses. This is a real
linemen] to move to the loose ball and attempt to pick it up. The last
60 seconds and not ‘game time’. A legal offensive formation:
thing anyone [even your opponent I would argue] wants to see is that
linemen not be able to pick up the ball because he doesn’t have the
• Must have a player to hike the ball [placed first].
proper skill rating, ability, or perk. The spectacle of sport demands that
• May NOT have players in the two squares diagonally behind the
that player be able to pick up that ball and make a run for the end zone!
player snapping the ball.
Well… 83.34% of the time anyway. When the 16.66% option occurs, it
• Must have at least 3 players on the line-of-scrimmage.
will make it all the more heartbreaking [and epic].
• Must have a player in the vertical lane behind the player hiking the
ball to receive the hike.
A sport check is conducted by rolling 2d6. Any result that is NOT
• May have as many players on the line-of-scrimmage as desired.
doubles is a success. Any doubles result is a failure. A failure on a sport
• May have any number of players on the horizontal line directly
check does NOT give your opponent an action. A sport check is not a
behind the line of scrimmage.
skill check. A failure on a sport check causes the turn of the player that
• May have up to 4 players in the backfield in the three vertical lanes
attempted it to end immediately and the ball to be scattered.
directly behind, and on either side of, the player hiking the ball
[including the player receiving the snap].
Sport checks are made when:
• attempting to grab a loose ball whether in the air or on the ground
The player that will be hiking the ball is placed first.
• making a hand-off when either of the players involved are
threatened by a player on the opposing team
Next, the other two players required to be on the line-of-scrimmage are
placed. These two players must be placed within two squares of the
TECHNO BOWL: Sport happens!
player hiking the ball with one on either side!

9
After that, any player can be placed anywhere in the formation the
coach desires. As stated before, you’ll notice that there are no official
positional names in TECHNO BOWL such as linebacker, quarterback,
or wide receiver. Certain skill ratings make players better at these
traditional roles than others, but coaches aren’t forced to use a player
in a particular position. Coaches are expected and encouraged to use
traditional positional names when playing opponents or sharing and
describing your games on the internet.

The player that a coach intends to receive the hike may be behind the
player hiking the ball [the current center] a number of squares that is up
to the center’s/hiker’s skill rating. Hikes are automatic at the start of a
play and do not require a skill check. The ball may be hiked a number
of squares straight backward up to the center’s skill rating but may
NOT pass through/over a player. No trick snaps! So, if player number
33 was hiking the ball, it could be hiked up to 3 squares straight back.

If the offensive coach doesn’t complete his offensive set-up in one


minute, the defensive coach gets to finish for him! When this happens,
the defensive coach may only place players that are not currently in
legal positions.
The image above shows the football’s starting point on the 20 yard line,
and the first offensive player having already been placed that will hike DEFENSIVE FORMATION
the ball. The golden yellow check marks represent legal positions that After the offense has set up, the defensive coach places his squad on
the next two players placed may occupy. the field. The coach of the defense has one minute to get in position.
Defensive formations have fewer restrictions than offenses, but
The yellow X’s represent the squares that no offensive player may placement can be just as important [if not more so] for success. A legal
occupy before the ball has been hiked. defensive formation:

• Must have at least 3 players on the line-of-scrimmage.


• May have any number of players on the line-of-scrimmage.
• Must have a defensive player on the line-of-scrimmage threatening
each of the offensive players on the line-of-scrimmage [at a 1:1
ratio] before a defensive player can be placed on the line-of-
scrimmage while NOT threatening a player on the offense.

The first player placed by the defensive coach must be threatening the
player hiking the ball. The next two placed must be threatening any two
players that are within 2 spaces of the player hiking the ball.

Here the next two players have been placed on the field.

Above you can see that the first three defenders have been placed on
the line-of-scrimmage. The player snapping the ball and two offensive
players that are within two spaces of that player are threatened at a 1:1
ratio.

Placing the remaining four players, we now have a perfectly legal Threatening at a 1:1 ratio means that defensive players #31 and #41 for
offensive formation. Throw an outlet pass to #55 or run him up the the Reapers only count as threatening a single player for the purpose
middle? Throw a long bomb up the sideline to #72 or hit #62 across the of setting up the formation even though they are both threatening two
center for a high percentage completion? The possibilities are endless! offensive players for the purpose of game play.

10
As long as at least 3 defensive players are on the line-of-scrimmage and To call a play:
assuming all other conditions for legal placement are met, other players
on the defense may be placed anywhere on the defensive side of the • A coach chooses any five cards he wishes from his bench and
ball. places them in a single stack face down in front of himself on the
table.
If the defensive coach doesn’t complete his defensive set-up in one • The order of the cards is the order in which the players found on
minute, the offensive coach gets to finish for him! When this happens, them will be activated.
the offensive coach may only place players that are not currently in • Be careful when stacking your cards as you may NOT rearrange
legal positions. These players must be placed within 20 yards of the them once the play has been set.
line-of-scrimmage. • Once the play has been chosen and the cards placed faced down
on the table, they may not be reordered unless you have a special
ability or perk that allows you to do so.
• The card on the top of your pile will be the first player activated.
• The card on the bottom of the pile will be the last of your play
cards to be activated.

DELAY OF GAME
Coaches are calling their plays simultaneously and only have one
minute to do so. If a coach hasn’t selected five play cards when the
minute expires, the other coach may randomly select a number of cards
off that coach’s bench and place them anywhere in the play hand to
bring the play call up to five cards.

If a coach has more than five cards in his play, the opposing coach may
remove a number of cards to bring the total to five. This may be any
card with the exception of the top card. Cards removed in this manner
are placed on the discard pile.

The rest of the defense is set up and ready to go! Notice that #77 The only rules when doing either of these is that the opponent’s top
on the Reapers defense is legally lined up on the line-of-scrimmage card may not be changed, and you may not look at the cards!
since, thanks to his teammate #67, all offensive players on the line are
threatened at a 1:1 ratio. PLAY CLOCK?! Limiting the amount of time allowed to set-up
offensive and defensive formations and call a play is an important
CALLING A PLAY aspect of the game and prevents analysis paralysis, keeps the game
After the offense and defense have set-up their formations, both moving at a nice pace, and adds to the overall football experience [as
coaches have one minute [shared] to call their plays. This is where the do the penalties for not completing these on time!]. However, when
real game begins! you first start playing TECHNO BOWL, or when you are playing with
younger children, ignore the play clock time limit rules altogether
In TECHNO BOWL, coaches have 2 cards for each player on the field. until you are comfortable with the game rules, mechanics, and
These cards have the players’ numbers on them. In the base game, these understand how everything works. It’ll make for a better experience
cards are officially in one of three locations. They are either: down the road.

• On the bench. MOTION


• On the discard pile. After both coaches have called their plays, the offense and defense have
• In the play area. the option to put a player in motion. The offense has this opportunity
first followed by the defense. This opportunity is then repeated.
THE BENCH
The bench refers to the cards found on the stands to the side of the field Each motion has a 30 second time limit. If a coach discards a card or
that haven’t been played yet, aren’t in the play area, and haven’t been cards to perform motion, but doesn’t complete it, the discarded cards
used and placed on the discard pile yet. Before a coach has called his are lost.
play, all cards begin on the bench. After the play has started, card will
be pulled from the bench to activate players or can be pulled to perform On offense, any player that is not currently on the line-of-scrimmage
a bench boost [see page xx]. may go in motion and move to any legal position in the formation that
is within his move allowance. This move may cause the player to end
THE DISCARD PILE up on the line-of-scrimmage. If the player moves into a square that is
After a player has been activated and completed his action, his card is on the line-of-scrimmage, motion is complete and no further movement
removed from play and turned face down on the discard pile. Neither is allowed. After all motions have been completed, there must be a
player is allowed to look at cards in either discard pile until both player to receive the hike.
benches and play areas are empty.
Defensive motion works just like that of the offense with the noted
THE PLAY AREA exception that a defensive player MAY move into a square on the line-
The play area is the space immediately in front of the coach. This is of-scrimmage even if all the offensive players on the line-of-scrimmage
where player cards are placed face down while awaiting activation. are not already being threatened by a defender [at a 1:1 ratio].

Cards must be discarded from the bench before the motion is resolved.
Be prepared!

11
If a coach takes advantage of the first opportunity to motion a player, Once the player’s card has been placed on the discard pile and any
he must discard a single player card from his bench. This does not and all generated activations have been completed, the other coach
have to be the card of the player that is put in motion and the coach is activates his face up player. After that player’s card has been placed
not allowed to show this card to the other coach. on the discard pile and any and all generated activations have been
completed, both coaches simultaneously reveal the next player on top
If a coach uses the second opportunity to perform motion to move a of the cards in the play area and repeat the process until all 5 of the
player, he must discard two player cards from his bench. These can initial play cards have been discarded by both players.
be any cards on his bench, and he is not allowed to show this card to
the other coach. AFTER THE PLAY IS IN MOTION
The first 5 cards represent the play call of the coach, and using these
Note! A coach must discard two cards from his bench to take advantage cards in the preset order is running the play. After those 5 cards have
of the second motion opportunity even if he didn’t motion a player on been played, it’s time to assess the situation on the field and get
his first opportunity. creative. Coaches will now choose a single card from their bench, place
it face down in the play area, and then reveal the players simultaneously
HUT- HUT and resolve activations as normal. This continues until the down is
After the offense and defense have set-up, the coaches have called their ended.
plays, and both sides have had an opportunity to put players in motion
there is nothing left to do except snap the ball. Hike! If both coaches have used all of their player cards, completed all
activations, and placed all player cards on the discard pile, determine if
To hike the ball, the offensive coach takes the ball and moves it straight the play is still going.
backward to the first player on his team that is immediately behind the
player snapping the ball. The player that a coach intends to receive the If the ball is still airborne [either for a pass or airborne loose ball], it
hike may be behind the player hiking the ball [the current center] a falls to the ground as an incomplete pass and the down ends. The ball is
number of squares that is up to the center’s/hiker’s skill rating. Hikes returned to the line-of-scrimmage. If this was 4th down, the defensive
are automatic at the start of a play and do not require a skill check. The player takes possession of the ball and is now on offense.
ball may be hiked a number of squares straight backward up to the
center’s skill rating but may NOT pass through/over a player. Otherwise, all cards are placed back on the bench. The coaches will
then choose 5 cards and stack them in the play area as if it was pre-snap
False start! If either player flips over the first play card before the at the beginning of the down and continue play. Stacking the cards at
offensive coach has moved the ball to represent the hike, the opposing this time represents the coaches taking control of matters, directing
coach takes two cards at random from the offending coach’s bench and players on the field, and trying to shift the momentum of the play with a
places them on the discard pile. This won’t happen often, but when it well-developed and practiced plan.
does… ouch!
If one coach has all of his players on the discard pile, but the opposing
coach still has players left on the bench yet to be activated, then the
AFTER THE SNAP opposing coach activates the rest of the players on his bench [one at a
Once the ball has been hiked, both coaches flip over and reveal the
time] in any order he likes. This represents the coach’s team keeping
player card on the top of the cards found in the play area. The coaches:
the opposing team on their heels and catching them flatfooted. How
does one coach end up using all his players while the other still has
1. Compare the skill rating of the two players.
several left that haven’t activated yet? This can occur as the result of
2. The defense has the option to read and react [see next column].
bench boosts, pre-snap motion, defensive pressure, penalties, or the use
3. The coach whose player has the higher skill rating decides who
of read and react [see below].
will go first.
4. If both players have the same skill rating, coaches roll a single die
If the defense gains possession of a loose ball at any point during a
to determine who makes the decision to act [with the higher roll
play, this is a turnover and is usually represented by picking up a
deciding].
fumble or making an interception. The defense immediately becomes
5. If this roll is a tie, the offensive coach decides who will act first.
offense and will try to score. If the team that recovered the turnover is
tackled before they are able to score, they will now have 4 downs to try
The coach that goes first will then activate the player whose number is
to get into the end zone.
found on the card and either:

• Perform an action. READ-AND-REACT


• Move up to half of the player’s move allowance [rounded-up] and After both coaches have flipped over a player card but before
perform an action. determining who will act first, the defensive player has the option to
• Move and perform an action [or actions] that can be taken as part read and react. To perform a read-and-react, the defensive coach places
of a move action. the face-up player on the discard pile and replaces him with any other
• Do nothing and stay put! This is sometimes the best option no player that is currently on his bench. This card is placed in front of
matter what your original plan was. This is especially true on the coach lying horizontally to show that it is being played as a read
defense. and react. This new player is placed face down without his number
showing.
After a player’s activation has been completed, his card is placed on
the discard pile. It’s important to note that an action by this player The offensive coach now has the option to read-and-react. The
may generate a full activation for another player on his team, a half- offensive coach may only utilize the read-and-react option if the
move for a player on the opposing team, or a full action for a player on defense has on that particular player comparison. After both coaches
the opposing team depending on the results of a skill check [if one is have made their reads and reactions, any player cards that were placed
taken]. Realize as well that any actions and skill checks by players on in the play area are now revealed and the player skills compared.
either team may generate activations and reactions for other players. Activations are now performed with some limitations.

12
A player that is brought off the bench and activated as the result of a SPOTTING THE BALL
read and react: Spotting the ball refers to where the football is placed after a tackle.
The diagram below illustrates where it should be placed. The white
• May take an action. arrow points in the direction that the offense is going, and the Xs
• May perform a full move action. represent where the tackle occurred.
• May make an adjustment.
• May NOT perform a half move and then take an action. Assuming that the player tackled was trying to reach the end zone in
the direction the white arrow is pointing:
This allows a defender to make-up for bad positioning, react to a
surprise by the offense, or capitalize on an unexpected good position. A
coach may not perform a read-and-react with a player that was placed
utilizing read-and-react. A player used as the result of a read-and-react
may perform actions that include the text ‘as part of a move action’.

ADJUSTMENTS
Once per play/per down, a coach may choose to perform an offensive
or defensive adjustment. To do this, when preparing to activate the
player that is currently face up on the play area, that coach declares that
he is making the adjustment. An adjustment allows the player that is
face up and any other player that is on his team to move up to half
their movement [rounded up]. Neither player may begin the adjustment
in possession of the football. These players may not perform any
actions that require skill checks during this adjustment, but they may
take a hand-off, attempt to catch an airborne pass, or try to pick up a
loose ball. Players may be moved in any order desired by the coach.

Adjustments can be used to perform some very sophisticated


maneuvers including, but not limited to: flooding an area with
receivers, dropping two defenders back in coverage, complex running
plays, setting up a blitz, or collapsing on a ball carrier. Experiment! But
remember, an adjustment can only be made once per play! • If a player is tackled on one of the 20 yard squares marked by a
yellow X, the ball is spotted just inside of the closest hash marks
KEEPING TIME on the 20 yard line.
I mentioned earlier that a game of TECHNO BOWL is divided into • If a player is tackled on one of the 20 yard squares marked by a
two equal halves. There are ways to adjust game length, but the default red X, the ball is spotted in the center of the field on the 20 yard
time limit is six minutes per half. Where your formation set-up, motion line.
timers, and play calling time limits are in actual real world minutes, • If a player is tackled on one of the 20 yard squares marked by an
game time is represented by yellow time cubes. Each time cube orange X, the ball is spotted just inside the closest hash marks on
represents a minute. There are six yellow time cube in each half pile. the 20 yard line.

For each of the following circumstances, remove a time cube from the The color surrounding the footballs corresponds with the color of the
half pile and place it on the scoreboard clock: Xs where the tackle occurred. If a player runs out-of-bounds, the ball is
spotted as if he was tackled in the square from which he left the field.
• At the beginning of each play.
• After a play where NO passes were thrown [a running play], and SCORING
the player with the ball did NOT run out-of-bounds. There are several ways to score in TECHNO BOWL.

There must be at least one time or timeout cube in the half pile for a • Tackling an opposing player in the end zone that he is defending
play to be started [or a kick attempted]. Once all the time cubes have [his own end zone] is a safety. A safety is worth 2 points.
been removed from the first half pile, time tokens are NOT taken from • Kicking a field goal. A field goal is worth 3 points. Field goals are
the second half pile for circumstances that occurred after the play only in effect when playing PRO or ALL PRO!
started. This means if the last play of a half is a running play, only a • Running with the ball into [or picking up a loose ball in] your
single time cube is placed on the scoreboard. opponent’s end zone or throwing the ball to one of your players
that is in your opponent’s end zone is a touchdown. A touchdown
Each coach also has a two red timeout cubes. A timeout may only be is worth 7 points.
called if:
During regulation play, anytime that a team scores, the opposing team
• There is at least one time/timeout cube in the current half pile. then sets up on their own 20 yard line to attempt a drive down the field
• The ball is not currently in play. [just like you do at the start of the game]. The only exception to this is
a safety. If a team successfully scores a safety by tackling an opposing
Calling a timeout places a red time cube in the current half pile. It player in his own end zone, the team that scored the safety gets the ball
doesn’t matter if a play is a running play or a pass, you only place a and sets up on their own 20 yard line.
single time cube on the scoreboard.

A coach may call both timeouts at once.

13
WINNING THE GAME Need an attitude adjustment? The ability to perform an offensive or
After all time tokens have been moved to the clock, and the last play defensive adjustment once per play is easily one of the most powerful
has been finished, the game ends. The team with the highest score wins! [yet subtle] tools in a coach’s arsenal. Until coaches have been in the
In the event of a tie, the game goes to a tie breaker. league for a while, it can be very hard to see when an opposing coach
will use one. Later, you will develop tricks to force an opposing coach
TIE BREAKER to use his adjustment early in a play. Until then, I’m going to repeat
In the event of a tie, the game goes into overtime. At the beginning EXACTLY what I said on the previous page:
of overtime, coaches flip a coin to see who will go first. The winning
coach sets his offense up on his 20 yard line just like at the start of the Adjustments can be used to perform some very sophisticated
game. Play now continues as normal until one of the teams scores. The maneuvers including, but not limited to: flooding an area with
first team to score wins. There are no time tokens, timeouts, or a game receivers, dropping two defenders back in coverage, complex running
clock in overtime. Play and motion clocks apply as normal. plays, setting up a blitz, or collapsing on a ball carrier. Experiment! But
remember, an adjustment can only be made once per play!
PUNTING THE BALL
To punt the ball, a coach has to be playing another game. Why? Defense is best when it’s an all out blitz or pure zone. There are
Because... there’s no punting in TECHNO BOWL! Are you kidding layers, subtleties, feints, and stunts that can be developed over time, but
me? What are you even thinking? when you first start playing TECHNO BOWL you need to commit to a
style of play each down. Either you ‘blitz yes’ or ‘blitz no’. Blitz ‘guess
so’ and *swish*. The offense scores a touchdown.
TECHNO
All right coaches, you have everything that you need to play in What’s the best way to play a zone defense? Good question. The best
TECHNO MODE. This means you’ll be playing 7-vs-7 without using way to do this in the beginning is to pick 5 cards for your play that you
any special abilities or the field goal rules. Make sure to remove player do NOT intend to activate. Players on your defensive line are typically
#51’s cards from your team deck and keep his token off the field. Player a good choice. You then use read-and-react to switch to players based
#51 is the eighth player for each team and only used in PRO modes. on the offensive coach’s player selection and the way the play is
developing on the field. Just remember that if the defensive coach uses
After you have a few games under your belt and are feeling comfortable read-and-react, it makes it possible for the offensive coach to do so as
on the field, you can decide which mode you want to tackle next [pun well.
intended].
Sometimes it’s best to let your opponent go first. Much more than
A review of the modes: sometimes actually. If you have the option to go first or let your
opponent, it’s sometimes best to force him to commit to a course of
• TECHNO is 7-vs-7 with no skills and no field goals. action, choose a side of the field, or even cause him to do nothing. This
• ALL TECHNO is 7-vs-7 with skills but no field goals. can allow you to make a read and adjust your plan based on his actions.
• INFERNO! It’s ALL TECHNO with more awesome and fire! It can also get you sacked! Choose wisely.
• PRO is 8-vs-8 with no skills but includes field goal rules.
• ALL PRO is 8-vs-8 with skills and field goal rules. I really enjoy the passing game, but I can’t figure out how to get
+3 on a throw. Is it possible? You bet. Just leave both of the player
Now that you’ve ignored my suggestion, you can continue on to the cards for the player that you intend to have throw the ball on the
section that details the various player skills and special abilities. bench. Confused? Don’t be. You then want to plan for a way to get a
+3 bonus on an action with another player [hopefully generating 10 or
WHAT TO EXPECT and tips better on the skill check] that will allow the intended thrower to take a
When you first start playing, it will always look like the opposing free action. Pick a target that’s within half maximum range or less and
defense has more players. Where did all those guys come from? Don’t spend his two cards for a bench boost. That gives you +3 on the throw
worry, after just a game or two you’ll be able to steadily move the ball [giving you a good chance at generating a free action for the intended
down the field. A few more games, and you’ll be able to score on a receiver!].
single down from your own 20 yard line! Truly.
Experiment with players of varying skill ratings in multiple roles. A
Stay at home! That’s football parlance for ‘don’t get sucked in by player with a 3 skill rating is good at being the center of your offensive
the opponent’s trickery and cover your assigned area of the field’. If a or defensive line. However, he could just as easily be used in the role
failure by your opponent [or a total success on your part] grants you of a fullback or pass blocker in the offensive backfield or a defensive
a free action, do NOT move a player or perform an action unless it end or linebacker on the other side of the ball. Players with a 5 rating
improves your position. This is especially true on defense. Moving are very versatile as well. They are a natural fit for a linebacker or tight
just to move will cause more harm than good. Trust me. Stay at home! end role, but I like to use them to hike the ball much of the time or as
a power running back. Lining players up in unusual positions will also
Take what the defense gives you. You have the perfect play planned. keep opposing coaches on their toes!
You know which player you are passing to. Everything is working to
plan and... the defense fails a roll or gives you an unexpected opening.
Take it. You can run that play again later. Right now, you can scramble
with your passer and possibly score a touchdown!

It’s just beginning. Just because you have already used both of a
player’s cards to activate him doesn’t mean that he’s done. Not by a
long shot. Look for opportunities with other players to get a +3 bonus
on an action in hopes of generating a free action for a player that’s out
of cards. This integral concept is a core skill for blitzing, breaking away
on a big running play, or throwing laser-accurate passes.

14
MAD SKILLS MULTIPLE AS PART OF A MOVE
As we learned earlier, players are assigned a skill rating based on ACTION SKILLS
their overall athletic ability. However, his skill rating only takes into Star players and superstars may have more than one skill that can be
consideration how a particular player performs fundamentals and core performed as part of a move action. A superstar could even have 3! The
action. Some players may have enhanced skills that make them more rules for performing multiple skill checks on the same activation are:
than a 5 but less than a 6 skill rating or have a special talent that causes
them to fall far outside of a standard classification. • A player may only perform a skill check or attempt each action
type once. The one exception to this rule is a hand-off.
Players with these special skill sets and abilities have additional skill • Only the last skill check roll of an activation determines whether
classifications and some limitations. it’s a total success, partial success, or a failure. The results of
earlier skill check rolls during an activation are ignored.
LEAGUE SKILL CAP • As is normally the case, a player must finish his entire activation
The MFL features a league skill cap. A team may have up to four [no matter the number of skill checks] before either he or his
of these abilities in total. Any individual player may only have a opponent is allowed to respond to a partial or total success.
maximum of three of these abilities.
This means that if the coach of a superstar generated two total success
rolls on his first two rolls but failed a third [assuming the player had
SPECIAL PLAYER three unique abilities that could be performed as part of a move action],
CLASSIFICATION then his opponent would get a free activation with any player on this
A player that has abilities outside of the norm is designated based on team but the superstar wouldn’t generate any. The final skill check
the number of extra abilities that he has. determines the result. Likewise, even if the player had generated three
total success rolls, he would only get a single free activation. The last
• A player with a single extra ability is designated as an impact skill check determines the result when testing multiple skills.
player.
• A player with two extra abilities is designated as a star player. It was stated above that performing a hand-off was an exception to the
• A player with three extra abilities is designated as a superstar. rule. A player may attempt and perform as many hand-off attempts as
desired during an activation- assuming he doesn’t fail a sport check of
To make it easier to identify these players on the field, the league has course!
reserved certain jersey numbers for these players. They are:
ADVANCED ‘AS PART OF A MOVE ACTION’ THEORY
• Single digit numbers. This may not make sense now, but you can come back to it after it
• Double digit numbers ending in a zero. happens in one of your games.
• Double digit numbers featuring the same digit.
Imagine we have a player with an ability that allows him to block as
This means that a player with the jersey number 6, 60, or 66 is a special part of a run action on offense. This ability is called run block by
player. You don’t know by looking at the number if he’s an impact, star, the way. Now, imagine that this player is running with the ball and
or superstar player, but you definitely need to watch him! performs a block on a player that is a total success, keeps moving, and
then attempts a hand-off. The hand-off attempt fails, and the ball is
PLAYMAKER DIE scattered! Does the coach of this player still get to perform a free action
Certain abilities and skills make use of the PLAYMAKER die. A with another player on his team even though the hand-off failed?
PLAYMAKER die is rolled along with the 2d6 that are used for a skill
check. However, it’s advised that you use a different colored die to Yes! A hand-off is determined by a sport check and NOT a skill
represent it as it has a specific and separate function. It’s important to check. So, although the player’s activation is immediately ended, play
note as well that no matter how many PLAYMAKER abilities a player continues as normal after the scatter and the total success was not
has, each coach may only add a single die to any particular skill negated. On the other hand, if the player had failed a skill check, the
check. So, how exactly does this die work? opposing team would have earned a free activation with any player with
the total success being negated.
PLAYMAKER abilities and effects are triggered on doubles.
Whenever the PLAYMAKER die matches either of the 2d6 used for + Skills
the skill check, its ability is usually triggered. I say usually because Some skills will feature a +1, +2, or +3 after the name of a fundamental
some abilities require a success [or failure!] on the final result of the ability. This means that the player receives that bonus when performing
skill roll. When this is the case, it is clearly noted in the description. the action. When modifying a fundamental ability, each plus counts as
one additional ability. A player with block +3 would be considered a
All of the PLAYMAKER abilities for the standard modes in this superstar with three extra abilities.
rule book are passive. That means that they are only used when your
opponent is targeting a player with that ability with an action. Passive A player with an advanced skill may have a plus associated with
PLAYMAKER abilities always work by negation. A match with it. When this happens, the advanced skill counts as a single extra
either of the skill check dice negates the result on that particular ability and each plus counts as one. A player with juke +2 would be a
skill die. This can cause a failure or turn a total success into a partial superstar with three extra abilities.
success. If the skill check ends up being a failure, there are usually
other associated effects. Examples of these effects would be knocking a Remember! A skill check can never benefit from more than a plus three
player down with a stiff arm or swapping squares on a spin move. bonus. If a player has already reached a +3 bonus on modifiers from a
skill check, additional skills have no effect. Stop counting at 3!
When a skill uses a PLAYMAKER die, it will be noted in its
description.

15
THE SKILLS INTERCEPTOR
Now let’s take a looks at the skills that define and set apart the stars of If this player is on defense and threatening the target of an unsuccessful
the MFL! They are: throw and it is determined that the ball would scatter, instead of
scattering the ball, the ball is placed on this player.
• BLITZ
• BLOCK +1 The player still has to make a sport check to see if the interception is a
• BLOCK PARTY success
• CATCH
• DIVING TACKLE JUKE
• DODGE Juke is an action that can be performed as part of a move action. The
• INTERCEPTOR player performing the juke must be in possession of the football.
• JUKE
• LOCKDOWN A juke is resolved exactly like a block except that it is a skill based on
• MAN DEFENDER speed and dexterity. That means that the player with the higher number
• OPTION receives the bonus.
• PITCH
• POCKET PASSER If the juke is a critical success [meaning that the result was a success
• QB READ and doubles were rolled on the skill dice], then an especially sick move
• ROUTE PASSER has occurred and the defensive player stumbles backward AND is
• RUN BLOCK knocked down. Sounds like somebody just got his ankles broken!
• SCREEN PASSER
• SHAKE Like block, juke can receive bonuses and penalties based on teamwork
• SHOVE and has the same effects for a critical success or failure.
• SIDELINER
• SPIN MOVE
• SQUEEZE PLAY
LOCKDOWN
Players with lockdown are expert at not letting others get by them.
• STIFF ARM
This can be through the use of strength, speed, dexterity, or even
• TACKLE +1
occasionally holding on to a jersey [unintentionally of course!].
• TEAM PLAYER
• ZONE DEFENDER
Players leaving a square threatened by a player with lockdown are
treated as having the football when calculating movement penalties.
BLITZ This penalty only applies to threat from the player with lockdown. All
Blitz allows a player to perform a block as part of a move action when other threat is calculated as normal.
on defense.
An offensive player without the ball is attempting to leave a square that
block +1 is threatened by two defenders. One of the defenders has lockdown.
Players with this ability gain an additional +1 bonus when blocking. It would cost the offensive player 5 movement to leave the space, 3
movement for the lockdown defender [as if he was carrying the ball],
and another 2 movement for the standard defender.
BLOCK PARTY
When a player with this skill generates a free activation for one of his
teammates with a total success on a block, if his teammate uses his MAN DEFENDER
free activation to perform a block of any sort, that block enjoys an When a player with this ability is on defense and threatening a player
additional +2 bonus on the skill check. Party time! by being in one of the eight squares that directly surrounds him, throws
to the offensive player suffer a -3 penalty.
catch
When targeting a player with the catch ability with a throw, the owning OPTION
coach has the option to use cards with the intended receiver’s number Prerequisite: a player must have pitch to have option.
for a bench boost bonus. Example:
When a defensive player moves into a square that threatens an offensive
You are attempting to throw the ball to player #66 on your team. You player with option, movement halts. The coach of the offensive player
have already used the passer’s card from the bench for a +1 bonus to decides whether or not he wants to pitch the football or not.
the skill check. If you pulled both of #66’s cards off of the bench for a
boost, you would get an additional +2 bonus on the check for a final If he does, resolve the pitch and complete the defensive player’s
bonus of +3. movement and actions if any remain. If he doesn’t, play continues as
normal. Using the option skill requires a sport check.
diving tackle In a nutshell, option allows a player to pitch the ball to a teammate in
This skill allows you to perform a tackle as part of a move action.
reaction to a defender threatening him. This is great for avoiding a sack
Pretty awesome - right? However, if a player attempts a diving tackle
and definitely a fun way to frustrate an opponent that likes to blitz.
and fails the skill check, he is knocked down.

dodge PITCH
The rules for a pitch are exactly like those of a hand-off. The only
After an opposing coach announces that he intends to block or tackle a
difference is that a pitch may be performed up to 3 spaces away. The
player with the dodge skill, the owning coach has the option to use that
distance for a pitch is calculated like all other measurements in the
player’s cards from the bench to produce a -1 penalty at a 1:1 ratio.
game.

16
A pitch may be in any direction. SHOVE
A shove is a special type of block. All bonuses, penalties, rules, and
If a pitch that is made laterally or backwards is unsuccessful as the skills that apply to block apply to shove except for where the player
result of the sport check, it is fumbled and scattered as normal. may be moved and the number of follow-up squares traveled.

If a forward pitch is unsuccessful as the result of a sport check, it is On a successful shove, the target of the shove is pushed straight
scattered as an airborne loose ball and its location is marked with the backwards 2 spaces directly away from the player performing the
red target token. action. If the shoved player can’t be moved the full 2 spaces, he is
knocked down in the furthest space he can be moved.
For those who are familiar with the rules of American football, you can
call a forward pitch a shovel pass if you like. However, for the purpose After performing a successful shove, the player that performed the
of rule interpretation and resolution, it is considered a pitch [which is shove has the option to perform a follow-up move. This is a free
just a special kind of hand-off]. move that must be 2 squares if the opponent was shoved 2 squares. As
always, follow-up moves ignore all movement penalties from threat
POCKET PASSER zones. A player is not required to perform a follow-up move.
After the last of the five cards from the initial play call have been
placed on the discard pile, the next pass on that down by a player that’s
a pocket passer gains a +2 bonus as long as:

• The ball was snapped to this player.


• The player has not moved.

If a player with pocket passer is involuntarily moved as the result of


a block, shove, or other action by the defense, he may still enjoy the
pocket passer bonus.

QB READ
An offensive coach isn’t normally allowed to perform a read-and-react
unless the defensive coach has. This changes that.

After the defensive coach has decided whether or not to read-and-react,


an offensive coach may choose to perform a read-and-react with a
player that has this ability [even if the defensive coach didn’t].

The player must be in possession of the football to perform the read-


and-react, and his card must be pulled from the bench to be used on the
play.

League fun fact: QB Read was named for MFL superstar Quentin
Bartholomew Eagles due to his almost supernatural ability to sense
danger and make quick decisions in the moment that turn into highlight
reel footage.
In the example above if player #44 of the Trucks was to successfully
shove player #49, that player would be moved diagonally 2 spaces
ROUTE PASSER away and #44 could perform a 2 space follow-up. If he chose to shove
A player that is a route passer receives an additional +1 bonus to throws #51 instead, the player would not be able to be be moved 2 spaces and
that target an open square instead of a player. would be knocked down in the square directly in front of player #7.

RUN BLOCK If the shove attempt is a failure, the target player on the opposing team
Run block allows a player to perform a block as part of a move action has the option to reverse the shove and perform it on the player that
when on offense. A player may perform a run block while in possession initiated it.
of the football.
sideliner
SCREEN PASSER On offense, when moving from a square that is directly adjacent to a
A player with the screen passer ability gets a +1 bonus when the target sideline to another square that is directly adjacent to a sideline, a player
of the pass is behind the line-of-scrimmage. with this ability:

SHAKE • Completely ignores threat from opposing players if he doesn’t


A shake is exactly like a juke except that the offensive player may not have the ball.
be in possession of the ball. Shake is not used on defense. • Who is possession of the ball, calculates threat as a player would
when he doesn’t have the ball. This will normally mean a 2
Whether by making a stutter step, head fake, or the tiniest of shoves, a movement penalty per player threatening.
shake move is great for getting wide receivers past a defender to run a
route. Using teamwork and a bench boost can increase the chance that The lockdown skill has no effect on a player that is actively benefitting
you’ll generate a free action for your passer to get you the ball after from the sideliner rule [moving from sideline square to sideline square].
your player has ‘put a move’ on his defender.

17
SPIN MOVE SKILL CLASSIFICATION
Spin move is a passive ability that makes use of the PLAYMAKER die. This section may not be completely necessary, but I think that enough
Anytime that a player on the opposing team attempts to tackle a player players will appreciate it that I’ve included it. This is just a quick
with spin move, add a PLAYMAKER die to the skill check roll. reference to help lump some of the skills together that share a design
classification. This list is not exhaustive, there is crossover, and some
A match with either of the skill check dice negates the result on that skills do fit multiple profiles.
particular skill die. If the PLAYMAKER die matches either of the
skill dice and the skill check is a failure, the player with spin move may
swap squares with the player that failed the tackle.
Teamwork skills
In addition to the core abilities of performing a block or tackle action,
the following skills can gain bonuses or suffer penalties due to
If the PLAYMAKER die matches both skill dice, then a critical failure
teamwork:
has occurred, and the player attempting the tackle is knocked down in
addition to all other effects. Spin cycle!
• BLITZ
squeeze play • BLOCK +1
Normally a player may not move across a diagonal if there are players • DIVING TACKLE
on both sides of it. Squeeze play allows a player to do just that. • JUKE
• RUN BLOCK
Squeeze play doesn’t look that exciting at first. All I will say is that if it • SHAKE
is used to full potential, it can turn a star player into a legend. Just ask • SHOVE
#7 Harry Danders of the Kittens. • TACKLE +1
• TEAM PLAYER
STIFF ARM
Stiff arm is a passive ability that makes use of the PLAYMAKER die. It’s worth noting as well that while some passive abilities like spin
Anytime that a player on the opposing team attempts to tackle a player move and stiff arm aren’t directly affected by teamwork, the tackle that
with stiff arm, add a PLAYMAKER die to the skill check roll, triggers these skills is.

A match with either of the skill check dice negates the result on that AS PART OF A MOVE ACTION
particular skill die. If the PLAYMAKER die matches either of the These skills can be performed as part of a move action [or allow you to
skill dice and the skill check is a failure, the player that attempted the perform a specific skill as part of a move action]. Remember, with the
tackle is knocked down. exception of a hand-off [which includes a pitch!], a player may only
perform each of these once on an activation:
If the PLAYMAKER die matches both skill dice, then a critical failure
has occurred and the epic stiff arm makes the top 10 plays of the week • BLITZ
on the BOX Sports Network and is immortalized in highlight reels for • DIVING TACKLE
all time. The player receiving the stiff arm will also consider retiring. • GRAB A LOOSE BALL
None of these are actual in-game effects, but I think you get the idea. • HAND-OFF
• JUKE
tackle +1 • PITCH
Players with this ability gain an additional +1 bonus when tackling. • RUN BLOCK
• SHAKE
TEAM PLAYER
Players with this skill grant a +2 bonus or -2 penalty when providing PASSIVE PLAYMAKERS
teamwork [instead of the normal +1 and -1]. As it says in the title, these are the passive abilities that are triggered in
specific situations and make use of the PLAYMAKER die:
Team players are adept at making everyone on their team play better
and those on the opposing team worse. Whether taking an opposing • SPIN MOVE
lineman’s legs out from under him on a block or helping to lift a ball • STIFF ARM
carrier into the air for an assisted full power body slam tackle, team
players are always thinking of creative ways to give an extra advantage PASSIVE POSITIONALS
to their teammates. These abilities are passive and are based on a player’s current position
[location] on the field:
ZONE DEFENDER
Zone defenders are considered as threatening any squares/players that • INTERCEPTOR
are the target of pass that is within 3 spaces. Determining this distance • LOCKDOWN
is like all other measurements in the game. • MAN DEFENDER
• TEAM PLAYER
Okay coach, those are all the skills that your impact, star, and superstar • ZONE DEFENDER
players will have. Don’t worry about trying to learn them all at once. I
recommend learning them as you and your opponent learn a new team. SYNERGISTIC
This keeps you focused on just a few skills at a time. These skills are there to allow coaches to create synergies:

• BLOCK PARTY
• TEAM PLAYER

18
DIRTY HITS
INFERNO Dirty hit is an action that allows a player to target a knocked down
This mode of play takes everything from ALL TECHNO, douses it in
player on the opposing team with a kick, punch, suplex, leg drop,
rocket fuel, and sets it on fire! Literally! Well.. okay... not literally, but
piledriver, elbow drop, or any other bit of brutality you can think of.
you see what I’m getting at.
A dirty hit automatically gains a +1 bonus against a downed opponent.
FIRE TOKENS It’s a move based on power and strength and other bonuses and
Fire tokens are the currency that you will use in this mode of play. They penalties apply as normal including those from teamwork. This means
represent the excitement of the crowd and players as they are getting that if player #6 was performing a dirty hit on player #5 then he would
‘Fired Up!’ suffer a -1 penalty based on the skill comparison but enjoy a +1 bonus
since the player is knocked down for a net bonus/penalty to the skill
A coach may have: check of 0.

• A maximum of three fire tokens in the play area at any given time. A successful dirty hit produces a single fire token. A dirty hit that
• A maximum of three players on fire at any given time. is also a critical success [meaning that the result was a success and
doubles were rolled on the skill dice] is something truly spectacular and
EARNING FIRE TOKENS produces three fire tokens! Are you not entertained?! Yes, you are.
As players earn fire tokens, they are placed in that coach’s play area for
future use. There are several ways that players can earn fire tokens that DOGPILE
fall into one of four categories: Normally the play is ended after a tackle occurs. Normally. If the skill
check to perform a tackle is a total success, then another player may
• NORMAL ACTIONS use the free action generated to perform a dirty hit on any knocked
• EARLY CELEBRATIONS down player on the opposing team [including the player that was just
• SHOWBOATING tackled]. If that dirty hit is a total success, another player may attempt a
• DIRTY HITS dirty hit on a knocked down player. If that dirty hit is a total success... :)
• DOGPILE
SPENDING FIRE TOKENS
NORMAL ACTIONS Now that you know how to earn fire tokens, let’s checkout just what
A player earns a single fire token for his team for each of the following you can do with them.
that he successfully performs:
• ON FIRE!
• Tackles a player behind the line-of-scrimmage. • BONUSES, PENALTIES, AND MOVEMENT
• Scores a safety by tackling a player in his own end zone. • EN FUEGO
• Grabs a loose ball. This includes catching a pass thrown to an open • SIZZLE ACTIONS
square, intercepting a pass, or recovering a fumble.
• Causes a fumble.
• Knocks a player down [not including tackling a player]. This ON FIRE!
includes knocking a player down through use of a passive ability At any time before the ball has been
like stiff arm. hiked to begin a play or after a play has
ended, a coach may spend 3 fire tokens
EARLY CELEBRATION to place a player ON FIRE! These
If a player with the ball has enough movement to move into the end tokens are taken from the play area and
zone and score a touchdown but chooses not to on that activation, he placed back in the common pile, and a
earns a fire token for his team. It’s time for an early celebration! fire token is placed on the player.

Coaches are encouraged to describe the antics of the player as he He’s heating up!
high steps, holds the ball out towards the defensive pursuers, does the A player that is on fire has a +3 bonus
Dougie, The Robot, or kicks the door down on his way towards the end on all skill checks that he makes. A
zone. Coaches may even want to develop signature early celebration player remains ON FIRE! until he:
moves for their favorite players. Why not?!

SHOWBOATING
While an early celebration is a form of showboating, it has a very • Is tackled behind the line-of-scrimmage.
specific definition here. • Is knocked down [not including being tackled].
• Fumbles the ball.
Before performing an action with a player, the owning coach may give • Runs out of bounds on purpose.
the player a penalty on the check. This additional penalty may not cause • Fails a skill check.
the check to exceed the -3 maximum. This penalty represents the player • Throws an interception.
being flashy, extra aggressive, playing to the crowd, or even taking a
selfie while performing the action- showboating! BONUSES, PENALTIES, AND MOVEMENT
A coach may spend fire tokens to produce a bonus or penalty to a skill
If the action is a success, the owning coach receives a number of fire check at a 1:1 ratio. If both coaches have tokens to spend, the coach
tokens equal to the additional penalty added at a 1:1 ratio. This means performing the skill check must allocate fire tokens [if any] first.
that if a skill already had a -1 penalty and the coach increased it to -3 Remember! Using fire tokens may NOT cause a check to benefit from
to showboat, then he would receive 2 fire tokens if the action was a more than a +3 bonus or suffer a -3 penalty. Stop counting at 3!
success.

19
A coach may spend fire tokens to gain additional movement at a 1:1
ratio. Movement gained through the use of fire tokens does NOT count
PRO AND ALL PRO
PRO mode and ALL PRO mode both add player #51 back onto the
when calculating half moves and performing an action or when making
roster to move the game up to 8-vs-8. It doesn’t sound like much of
an adjustment. For example, normally player #77 could perform a half
a change, does it? Please believe me when I tell you that having one
move of 4 and take an action. Using 3 fire tokens to buy 3 movement,
extra player on the field changes everything for both the offense and the
player #77 could now move 7 spaces and take an action. If making an
defense. I won’t spoil it for you by detailing exactly how it impacts the
adjustment, tokens could be used on one or BOTH of the players to
game. You’ll figure it out soon enough! I know this has been said a few
increase their movement.
times already, but:
A player may use a fire token to hurdle and move through the square of
• PRO mode is 8-vs-8 without skills.
a knocked down player. The effect is in addition to the extra movement.
• ALL PRO mode is 8-vs-8 with skills.
EN FUEGO
As it can be a little more difficult to move the football at times, the
Sometimes when things are heating up, the crowd is getting fired up,
other addition featured in both PRO and ALL PRO modes is the option
and the players are really feeling it, a player will sometimes get caught
to kick a field goal.
up in the conflagration and pull a new trick out of his hat. It’s the magic
of the inferno. It’s... EN FUEGO!
FIELD GOAL
When activating a player, a coach may spend 3 fire tokens to grant Anytime that a coach could run a play, he may choose to kick a field
that player any single skill found in the game. This skill remains in goal instead as long as he is in his opponent’s territory. This means
effect until that coach performs an action with another player. that his team must currently be past the 50 yard line and closer to his
This includes flipping over another player and ‘doing nothing’ with opponent’s end zone [the one that he needs to get into to score] than his
the player. Nice try! That’s considered ‘moving zero spaces’ for the own.
purpose of resolving this rule.
When kicking a field goal, coaches do NOT set-up offensive and
SIZZLE ACTIONS defensive formations. To perform a field goal:
Sometimes you need to turn up the temperature and add a little more
sizzle. There are two special actions that a coach can spend 3 fire tokens 1. The coach calculates the distance from where the player that
to perform. They are: would be hiking the ball would normally be to the imaginary
square that is off the board and directly through the middle of the
• FIRE BOMB goal posts [see example].
• BRING THE HEAT 2. The coach makes and totals a 3d6 roll and calculates the result.
3. If the result is greater than or equal to the distance needed, the
Fire Bomb field goal is a success and the opposing team starts with the ball on
Fire bomb allows a player to throw a pass up to three times the distance their own 20 yard line.
of his skill rating [instead of the normal 2x multiplier]. This means that 4. If the result is less than the result needed, the opposing team gets
a player with the #7 could throw the ball 21 spaces. Go out for the long the ball on the yard line that the kick occurred from going in the
bomb! opposite direction.

Bring the Heat


Need to turn up the heat on a particular move? Bring the heat baby! It
costs 3 fire tokens to do it.

You can use this special anytime that your player is performing a
block, shove, juke, or shake. When making the skill check, add a
PLAYMAKER die to the roll. If the roll is a success [partial or total]
AND the PLAYMAKER die matches either of the skill check die, then
the target player is knocked down.

If the PLAYMAKER die matches both skill dice on a success, then


a critical success has occurred and the owning coach has the option
to either immediately place the player that performed the action ON
FIRE! or immediately gain 3 fire tokens. The other player will leave
scorch marks on the ground and possibly have his uniform singed a bit.

FIRESTARTER
Inferno is designed to be played as an add on to ALL TECHNO mode.
Player should feel free to use it with ALL PRO mode as well. It will
work just fine, but it isn’t quite as over the top.

Inferno mode is a blast to play but to get the most out of it, you really
need to know and understand all of the rules and skills in the game. If
you are a casual gamer and just looking to have relaxed fun, jump right
in and try it out. If you are a hardcore and/or competitive gamer, you
need to save this mode until the end. High level Inferno gameplay is
some seriously intense stuff!

20
In the example field goal diagram on the opposite page, orange has
the ball on his opponent’s 40 yard line. This means that he would be
kicking from the 45 yard square marked with the orange ‘X’.

Calculating the distance to the square that is exactly in the middle of


the field goal uprights yields an 11. We add another space to this count
to represent the ball actually passing through the goal posts to bring
the total to 12.

If the kicking coach gets a 12 or better after rolling and totaling a


3d6 dice roll, the field goal is a success and 3 points are scored. The
opposing team would now start with the ball on their own 20 yard line.

If the kicking coach gets an 11 or less after rolling and totalling a


3d6 dice roll, the field goal is a failure. The opposing team would
immediately get the ball on the 40 yard line heading in the opposite
direction [hiking the ball from the 35 yard square that is marked with a
blue ‘X’].

After kicking a field goal, whether it was a success or failure, place a


single time token on the scoreboard clock [the same as if a pass play
had been run].

WHO’S PRO AND ALL PRO FOR?


After you’ve played TECHNO and ALL TECHNO for a while, it’ll get
easier and easier to score. There are lots of big plays on both sides of
the ball, but there’s definitely a lot of offense [and that may be exactly
what you’re looking for].

PRO and ALL PRO are for coaches that want a game mode that more
closely resembles a simulation of professional football. If we are
talking video games, these modes are more like Madden than an arcade
style game like NFL Blitz.

PRO is perfectly balanced, and you really have to work hard to move
the ball on offense or get to the ball carrier in the backfield on defense.
Big plays are especially rewarding and much more difficult to come
by. ALL PRO gives you the tools you need to open things up a bit
more, but along with that comes the added challenge of just not playing
against [and trying to get into the head of] the opposing coach but
knowing team and player strengths.

OPTIONAL PRO ‘HOUSE RULE’


For coaches that want to add an extra layer of simulation to the
equation, you can use the secondary numbers on a player’s jersey to
break ties when determining who decides who goes first.

For impact, star, and superstar players, the secondary number isn’t
used. Impact, star, and superstar players automatically beat all other
normal players when the first digit is the same and using this house
rule.

When comparing like skill ratings amongst the elite, the player with
the higher star power wins. Superstar beats star/impact, and star beats
impact. If both players have the same skill rating and the same star
power, roll dice as normal.

READY FOR THE BIG TIME


That’s it coach! You’re as ready as you’re ever going to be. Go to the
MFL team guide and select one that you like the look of, and take them
into battle on the gridiron.

If you want to run a league, there’s a guide for that as well that features
additional players called free agents, expansion teams, and other helpful
tips and ideas.

21

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