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    Touchdown-A-Minute FootballTouchdown-A-Minute Football was designed for any fanwanting to keep the grid-iron action going, even thoughthe weekend's games are over. Touchdown-A-Minute

    gives you the chance to play your favorite football team,taking on the role of its head coach. Grab your dice, finda friend and prepare to play the greatest game onearth!

    Assembling Your GameEven though it only takes a few minutes to learn how toplay Touchdown-A-Minute Football, there are a fewthings you need to do before you can get started.

    ComponentsYour Touchdown-A-Minute game includes the followingcomponents:

    4 Blank white "Play" Dice which, once you apply theappropriate stickers, are used to resolve each play.

    4 Blank red "Offense" Dice which, once you applythe appropriate stickers, are used by the coach ofthe defensive team to choose a strategy for eachplay.

    4 Blank blue "Defense" Dice which, once you applythe appropriate stickers, are used by the coach ofthe defensive team to choose a strategy for eachplay.

    1 Sheet of Stickers that you will apply to the dice, asdescribed below.

    1 Rule book (you're holding it right now!) 1 Scoreboard, printed on the back of the cover

    insert.

    You'll also need a dice cup (a coffee mug will do fine,especially if it has your favorite team's logo on it!) and atable large enough for rolling the dice and keepingscore. You can keep track of information like the score,yards to go for first down and position on the field on apiece of scratch paper, or you can use dimes on theincluded Scoreboard to indicate that information.

    Setting Up The DiceBefore you can play, you need to assemble the dice. Bevery careful when doing this as the stickers must beapplied to the correct dice in order to ensure propergame play!

    Apply all of the Red "Run Inside" Stickers to one ofthe blank Red Dice.

    Apply all of the Red "Run Outside" Stickers to one ofthe blank Red Dice.

    Apply all of the Red "Short Pass" Stickers to one ofthe blank Red Dice.

    Apply all of the Red "Long Pass" Stickers to one ofthe blank Red Dice.

    Apply all of the Blue "Stop Run" Stickers to one ofthe blank Blue Dice.

    Apply all of the Blue "Nickel Defense" Stickers toone of the blank Blue Dice.

    Apply all of the Blue "Dime Defense" Stickers to oneof the blank Blue Dice.

    Apply all of the Blue "Blitz" Stickers to one of theblank Blue Dice.

    Apply the white stickers to the white dice, makingsure to place all of the stickers marked with a "1" onone die, all of the stickers marked with a "2" on asecond, and so on.

    Once your game is properly assembled, you're ready toplay!

    Before the GameIn real football, a good coach knows his team'sstrengths and calls his plays accordingly. The same istrue in Touchdown-a-Minute Football.

    Team StrengthBefore the game begins, each coach selects a singlestrength for his team. It can be an offensive strength

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    (the team is strong running inside or with the shortpass) or it can be defensive (the team has a strongnickel defense or blitz). Each team may select just onestrength, offensive or defensive; the coach selects thisone strength and writes it down, and both coachesreveal them to each other before starting the game.Opposing teams can have the same strength.

    For example, Chris selects Long Pass as his team'sstrength and then writes it down. Dave picks Blitz as histeam strength and writes it down. They show eachother their team strength before play begins.

    Applying Strengths During the GameA coach can apply his team's strengths to one play eachquarter (there are 30 plays per quarter, as describedlater). After the dice have been rolled to determine theresults of a play, each coach gets an opportunity toapply his team's strength to change that result, howthat works is described later in these rules.

    Home Field AdvantageOne coach's team is playing on its home field, and theother team is visiting. This can be determined with acoin toss, simple agreement or in any other wayacceptable to both players.

    The player with the home field advantage can force onereroll in the second quarter and another reroll in the

    fourth quarter of the game. In this case, the entire playis nullified, new offensive and defensive dice areselected for the play and all dice are rerolled.

    Coin TossJust like in real football, toss a coin with the visitingteam picking "heads" or "tails." The winner selectswhether to kick or receive

    to start the game, and the roles are reversed to startthe third quarter. Write down who kicked off in the first

    quarter so you're sure to have the other team kickoff inthe third quarter.

    Running PlaysMost plays are concluded in the manner described here.Special plays, such as kicks and their returns, extrapoints, and fumble or interception recoveries havespecial rules that follow.

    1. Offense, take the field! The coach whose teamhas the ball is the offensive player, so he takes thered offensive dice until there is a change ofpossession.

    2. Defense, take the field! The coach of the otherteam is the defensive player, so he takes the bluedefensive dice until there is a change of possession.

    3. The Play Dice. Place all four of the white PlayDice into the dice cup.

    Offensive StrengthsRun Inside GN 5 or First DownRun Outside GN 5 or First DownShort Pass CP 5 or First DownLong Pass CP 10 or First Down

    Defensive Strengths

    Stop Run TKNickel Defense BPDime Defense INBlitz SK

    4. Choose a Strategy Die . Both players secretlyselect a strategy die for the play, represented byone of their red or blue dice.

    The offensive options are:

    Run Inside (this die represents hands-off straightahead, running off tackle right into the teeth of thedefensive front, including sneaks and delays)

    Run Outside (this die represents hand-offs orpitches outside the tackles, including reverses andoptions)

    Short Pass (this die is for pass plays on crossingor other short routines, including screens anddump-offs)

    Long Pass (this die is for pass plays on hitch-and-go or other deep routes including deep posts and

    corner routes)The defensive options are:

    Stop Run (this die represents eight-in-the-box runstuffing line-ups)

    Nickel Defense (this die puts the defensive backsready to advance to tackle a runner or drop backinto coverage)

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    Dime Defense (this die is for a limited pass rushwith defensive backs and secondary positionedagainst deeper pass routes)

    Blitz (this die is for any one of a variety of packagesof defensive backs and ends rushing thequarterback to disrupt the play)

    The offensive coach choose the red die corresponding

    to his strategy choice and drops it into the cup withouttelling the other player what it is. The defensive coachdoes the same thing with one of his blue dice. Forexample, Chris (the offensive coach) wants to run aconservative play up the middle, so he selected the RunInside die. Dave (the defensive coach) thinks Chris mighttry to catch him napping with a pass play, so selects theNickel Defense die to hedge his bets.

    5. The Snap! The offensive player picks up the dicecup, gives it a good shake, and rolls the dice on the

    table. Remember, there will always be a total of sixdice in the cup: four play dice, one offensive red die,and one defensive blue die.

    6. Play Execution . Group the dice according to theresults indicated on them. Thus, there might be 3dice showing a GN result, 2 showing a BP result, andso on. When the offensive player has selected arunning strategy (Run Inside or Run Outside) GNand TK are important, and CP and BP results areignored.

    The type of play (run or pass) is determined by theoffensive strategy die: Run Inside and Run Outside arerunning plays, while Short Pass and Long Pass arepassing plays.

    For example, Chris rolls the dice and gets the followingresults: GN 5, GN 4, GN 1, CP 4, TK, and IN. Chris hadchosen Run Inside, and since it was a running play, theCP and IN rolls are ignored.

    Each TK cancels one GN result, chosen by the defensive

    player. So, he would cancel the GN 5, leaving the GN 4and GN 1, which are added together; the result of thisplay is a gain of 5.

    Appearances of IN, FM, and SK may result in turnoversor sacks; see below.

    7. Marching Down the Field! Keep track of downs,yards to go, and field positions with coins or other

    markers on the Scoreboard. The rules are just likefor normal football: gain ten yards in four downs toachieve a first down, otherwise the ball changespossession. Players can elect to punt or kick a fieldgoal at any time, as described below.

    8. Huddle Up! The players retrieve their offensiveand defensive dice and select new strategies for thenext play, beginning again with Step 3.

    Normal Play ResultsRunning PlaysCP and BP results are ignored when the offensive playerselects a running play.

    Whenever there are more TK results than GN results,the runner is dropped behind the line of scrimmage,one yard per additional TK.

    Yardage for uncanceled GN results are added togetherto determine the length of the run.

    When no GN results are rolled and a FM result appears,there is a fumble (see below).

    For example, Chris selects Run Inside and Dave selectsBlitz. Chris rolls all six dice and gets GN 5, GN 2, GN 1,CP 4, TK and BP. Since it's a running play the CP 4 andBP are ignored. The remaining TK cancels one of the GNdice, and Dave selects the GN 5. That leaves GN 2 andGN 1, earning the result of the play was a gain of 3.

    In another example, if Chris had rolled GN 1, GN 2, CP 4,TK, TK and BP, the result would have been no gain, sincethe CP 4 and BP are ignored, and the two TK resultscancel both GN dice.

    In yet another example, if Chris had rolled GN 1, CP 4,TK, TK, TK and BP, the result would have been a loss of 2yards. Again, the CP 4 and BP would be ignored becauseit's a running play, and one of the three TK cancel theonly GN die, leaving two TK dropping the runner a yardeach behind the line of scrimmage.

    In a final running play example, if Chris had rolled CP 4,TK, TK, TK and BP and FM, the runner fumbles the ballsince there are no GN results and at least one FM. Thefumble rule that follows explains where the ball isfumbled and how far it is returned by the defensiveteam.

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    Pass PlayTK and GN results are ignored when the offensive playerselects a pass play.

    Whenever all the CP results are cancelled by BP, thepass is incomplete. Additional BP results have no effect.

    Yardage for uncanceled CP results are added togetherto determine the length of the pass and run after catch.

    When no CP results are rolled and an IN result appears,there is an interception (see below).

    For example, Chris picked Short Pass and Dave pickedNickel Defense. Chris rolls all six dice and gets CP 4, CP3, GN 3, GN 1, TK and TK. Since it is a passing play, theGN and TK results are all ignored. There are no BPresults to cancel the CP dice, so the result of the play isa completion for 7 yards.

    In another example, if Chris had rolled CP 4, CP 3, GN 1,BP, BP and TK, the result of the play would be anincomplete pass, since there are two BP results tocancel the two CP results.

    In yet another example, if Chris had rolled CP 4, CP 3,GN 13, BP, BP and BP, the result of the play would stillbe an incomplete pass, since having more BP than CPresults has no effect.

    In a final passing example, if Chris had rolled GN 1, TK,BP, BP, BP and IN, the ball would be intercepted, sinceno CP results were rolled at all and an IN came up. Theinterception rule that follows describes where the ballwas interrupted and how far the defensive team runs itback.

    Long GainsThe GN L and CP L result mean 'Long Gain.' Long Gainsare special.

    Uncanceled Long Gain results multiply other uncanceledGN or CP yards by 10.

    For example, if there is a GN L, GN 2 and GN 3 leftuncanceled on a running play, the total gain is 50 yards(2 plus 3 times 10).

    Left with no other uncanceled yardage results, a singleLong Gain result counts as a gain of 10 yards.

    For example, if on a running play this dice come up GNL, CP 6, CP 1, BP, BP and FM, the result is a gain of 10,

    since the long gain is not canceled but has no other GNto multiply with.

    Special Plays andCircumstancesFumblesAfter the dice are rolled on a running play, if there is atleast one FM result and no GN results (before any TKresults cancel GN results), the ball is fumbled.

    If there are more red results than blue showing, the ballis fumbled 2 yards downfield for every red result. Ifthere are more blue results than red showing (or on atie), the ball is fumbled at the line of scrimmage.

    The fumbled ball is recovered by the opposing team andmay be run back by rolling all four play dice (with nostrategy dice); this is conducted as a running play, but

    all other rules apply (there can be another fumble onthe run back, for instance).

    If two or more fumble results are showing, the run backautomatically results in a touchdown for the recoveringteam.

    Run back plays do not count against the length of thegame.

    For example, Chris Runs Inside against Dave's DimeDefense, rolling CP 6, CP 2, CP 2, CP 1, TK and FM. Since

    there was no GN result at all and a FM appeared, theball is fumbled. Of these six, there are four red faces (allfour CPs) and two blue results (the FM and TK), so theball is fumbled 8 yards downfield from the line ofscrimmage (2 yards for each red result). The defensiveplayer puts all four white play dice back in the cup androlls for the run back, rolling GN 5, GN 2, TK and BP; theball is run back 5 yards.

    InterceptionsAfter the dice are rolled on a passing play, if there is at

    least one IN result and no CP results (before any BPresults cancel CP results) the ball is intercepted.

    If there are more red results than blue showing, the ballis intercepted 4 yards downfield for every red result. Ifthere are more blue results than red showing (or on atie), the ball is intercepted at the line of scrimmage.

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    The intercepted ball is recovered by the opposing teamand may be run back by rolling all four play dice (withno strategy dice); this is conducted as a running play,but all other rules apply (there can be a fumble on therun back, for instance).

    If two or more IN results are showing, the run blackautomatically results in a touchdown for the

    intercepting team.

    Run back plays do not count against the length of thegame.

    For example,' Chris tries a Short Pass against Daves Dime Defense, rolling TK, TK, BP, BP, BP and IN. Sincethere was no CP result at all and an IN appeared, theball is intercepted. Of these six all are red faces, so theball is intercepted 24 yards downfield from the line ofscrimmage (4 yards for each red result). The defensiveplayer puts all four white play dice backing the cup androlls for the run back, rolling GN L, GN 3, TK and TK; therun back is for no gain.

    SacksAfter the dice are rolled on a passing play, if there is atleast one SK result and no CP results (before any BPresults cancel CP results), and the ball is notintercepted, the quarterback is sacked.

    The result of the play is a loss of 5 yards per SK plus anadditional 2 yards for each TK result.

    Kickoffs and Free KicksAll kicks are assumed to be run out to the 15 yard line;from there, the offensive player roll all four white playdice with no strategy dice as a running play for thereturn.

    For example, at the beginning of the game, Dave's teamkicks off. He rolls all four white play dice and gets GN 5,GN 2, CP 4 and TK. The CP 4 is ignored because this is arunning play, and Chris elects to cancel the GN 5 withthe TK, meaning the kickoff return goes 2 yards past the15, to the 17 yard line.

    Similarly, free kicks (after a safety) are assumed to berun out to the 25 yard line; roll for additional return justas for a kickoff.

    Onside KicksA player can call an onside kick when he makes anykickoff. Roll all four white play dice, and if at least threered faces are rolled, the kicking team recovers the ball;otherwise the receiving team makes the recovery. Theball travels 10 yards from where it was kicked plus thesum of all numbered CP faces showing (do not multiplyLong Gain; in this instance it just counts as 10 yards).

    Field Goals and Extra PointsRoll all four white play dice and consult this table.

    Extra points are kicked from the 2 yard line, thoughpenalties may push the try back.

    If a field goal is missed, the defending team takes overfrom the spot of the kick, 7 yards back from theprevious line of scrimmage.

    Line of ScrimmageWhen Kicking

    Red Faces needed for FieldGoal or Extra Point

    1-15 One16-25 Two26-35 Three36-50 Four51 or more Impossible

    PenaltiesPenalties occur when all the dice rolled for a play (sixnormally, but just four during run backs and returns)come up the same color. Whenever all the dice show ablue result, a 10-yard defensive penalty has occurred(on a kickoff or free kick, the penalty is assessed fromthe end of the run). Whenever all the dice show a redresult, a 10-yard offensive penalty has occurred (on akickoff or free kick the ball has been kicked out ofbounds and the receiving team gets it at their 40 yardline). Adjust the yards-to-go accordingly and run a newplay.

    Any penalty during a run back of a fumble orinterception means there is no run back yardage andthe penalty yards are assessed from the spot where theturnover occurred.

    Any offensive penalty (all red results) during a kickoffmeans the ball was kicked out of bounds and thereceiving team gets the ball on their own 35 yard line.Any defensive penalty (all blue results) during a kickoff

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    means the return was flawed by a hold or illegal block;the receiving team takes over on their own 10 yard line.

    Also, penalties occur when dice "fall" (roll) off theplaying surface. Whichever coach causes the dice to fallforces a penalty against his team. When one die hits thefloor, it's a 5-yard off-sides or false start penalty. Whentwo dice hit the floor it's a 10-yard holding penalty.

    When three or more dice hit the floor it's a 15-yardpersonal foul of some sort; a personal foul against thedefense always results in a first down for the offense.

    'Cocked' or leaning dice incur no penalty; reroll /all/ theplay dice when this happens.

    Length of GameEach quarter is 30 plays long. Halftime occurs after the60th play of the game, and the third quarter beginsafter the 61st play. The game ends with the 120th play.

    All normal plays, kickoffs, free kicks, punts and field goaltries count as plays. Run backs from kickoffs orturnovers do not count as another play; they are acontinuation of the same play.

    Keep track of the number of plays run per quarter witha token on the Scoreboard.

    The offensive player can run a kneeldown play anytimeduring the game. No dice are thrown; the kneeldownplay results in a loss of 1 yard.

    Football RulesIn all instances, use the rules of real football to guideyou. For instance, overtime can be done as inprofessional football (sudden death) or by the rules ofsome other league, such as college.

    Quick Reference Result KeyCP = completed passBP = blocked pass

    GN = gainTK = tackleIN = interceptionFM = fumbleSK = sackL = long gain

    FAST FORWARD ENTERTAINMENTTouchdown-a-Minute Football, Inning-a-MinuteBaseball, Minute Sports and the Minute Sports logo aretrademarks owned by William W. Connors and TimothyBrown. The Fast Forward logo is a trademark owned byFast Forward Entertainment, Inc.. Contents 2003William W. Connors and Timothy Brown. All rights

    reserved. Produced under license by Fast ForwardEntertainment, Inc. Printed in Canada

    Have you got a few minutes for somefootball?Play America's favorite sport with Minute Sport'sTouchdown-A-Minute Football!

    You set your offense. Is it time to run outside, or maybethrow a long pass? You decide! But the defender gets topick his play too, maybe the nickel or a blitz. Then justroll the dice to see what happens. It could be a sack ora fumble, but it might be a long gain!

    Run any kind off play: kickoffs, extra points, field goals,and more! But watch out for interceptions andpenalties! Coach your team to victory by choosingdifferent dice on each play to put your guys in positionto win!

    Touchdown-a-Minute Football is played with twelvedifferent dice four for offense, four for defense, andfour dice that get rolled on every play. One quick roll

    and you're moving the pigskin down the field! Thechoices are fast and simple, but the strategy is just like areal game! Play football anytime, anywhere, with thisquick game that can be played during half-time in anarea as big as this box!

    Touchdown-a-Minute Football comes complete withgame dice, rules, and scoreboard!

    It's Time To Kick Off!MINUTE SPORTSA DIVISION OF FAST FORWARD ENTERTAINMENT, INC.

    WWW.FASTFORWARDGAMES.COMFAF 102 ISBN 1-932201-28-9

    Look for these other action-packed MinuteSports games!Inning-A-Minute Baseball

    FAF101 (available now)

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