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STATIS-PRO FOTBALL BECOMES A FAD

By James C. Gordon
The 109 Fast action Cards in STATIS-PRO FOOTBALL (here after SPFB) produce Run
and Pass numbers, blocking and tackling modifiers, pass rushes, solitaire defensive
strategies, injuries, penalties and fumbles. The FAC deck is the engine which drives the
action and constant fine tuning keeps the system in peak condition. Translation: Shuffle
the deck frequently to maintain the randomness and unpredictability in the play results.
The principle is identical to shuffling a Blackjack deck in order to thwart the card
counters.
Players who find it tedious to halt play and shuffle the deck after every series can
replace the FACs with a pair of Fast Action Dice (FADs) to generate play resolution.
The FAD system uses one six-sided and one eight-sided die for the first and second
digits, respectively, on the accompanying tables.
The Offense has five Running plays, The Sweep Left and Right, and Inside Left and
Right use blocking and/or tackling modifiers to alter the play result. End-Around Runs
use a different resolution. The first step in resolving a running play (see Table I) is to
determine the modifiers that affect the resolution.
Table I: Running Play (Dice Roll = Modifier)
Sweep Left
Inside Left
Inside Right
Sweep Right
11-12=Break
11-12=Break
11-12=Break
11-12=Break
13-14=LG
13-15=CN
13-15=CN
13-14=RG
15-18=LG+LT16-22=LG
16-22=RG
15-18=RG+RT
21-23=LT
23-24=LT
23-24=RT
21-23=RT
24-25=LG+LE
25-26=CN+LG
25-26=CN+RG
24-25=RG+RE
26-27=LE
27=BACK
27=BACK
26-27=RE
28=BACK
28=BACKvG
28=BACKvI
28=BACK
31=BACKvG
31=BACKvH
31=BACKvH
31=BACKvG
32=BACKvF
32=BACKvI
32=BACKvJ
32= BACKvJ
33-34= LGvF
33-36= CNvC
33-36=CNvC
33-34=
RGvJ
35-36= LTvB
37-42= LTvA
43= LTvG
44-47= LEvF
48= LEvH
51-54= A
55-58= A+F
61-64= B

37-38= CNvH
41-45= LGvB
46-47= LGvG
48= LTvG
51-54= B
55-58= B+G
61-64= C
65-68= C+H

37-38=CNvH
41-45= RGvD
46-47= RGvI
48= RTvI
51-54= D
55-58= D+I
61-64= C
65-68= C+H

35-36= RTvD
37-42= RTvE
43= RTvI
44-47= REvJ
48= REvH
51-54= E
55-58= E+J
61-64=

D
65-68= B+G

65-68= D+I

After determining the modifier, the Offensive Player rolls for the Run Number (Table
II) and refers to the ball carriers card, applying the modifier to resolve the play.
Table II: Run Number
(Die Roll = Run #)
11-14 = 1
15-17 = 2
18-22 = 3
23-25 = 4

26-33 = 5
34-38 = 6
41-45 = 7
46-48 = 8

51-54 = 9
55-58 = 10
61-64 = 11
65-68 = 12

End-Around Runs begins with a roll to determine the re-roll or the standard running
play resolution; 11-38 = re-roll 6-sided die; 41-68 = OK. If the result is a re-roll of the 6sided die, the result on that die (1 to 6) equals the yardage lost. With an Okay result, the
Offense rolls for a Run Number and resolves the play, without modification, from the
ball-carriers card.
The Offense has four Pass plays: Quick, Short, Long, and Screen. On Pass play, the
Offense designates the type of pass and the intended Receiver. Play resolution determines
the actual receiver (Table III) or a Pass Rush result.
Table III: Pass Receiver
(Pass x Dice Roll = Receiver)
Quick
11-32
33-38
41-46
47-57
58-63
64-67
68

Short
11-32
33-38
41-45
46-53
54-57
58-63
64-68

Long
11-32
33-37
38-44
45-51
52-55
56-61
62-68

=
=
=
=
=
=
=

Receiver
Original
Left End
Right End
Flanker
Back 1
Back 2
Pass Rush

After determining the Pass receiver or Pass Rush result, the Offensive Player rolls for a
Pass Number (Table IV) and refers to the Quarterbacks card>
Table IV: Pass Number
(Dice Roll = Pass #)
11 = 1125 = 25
41 = 41
55 = 29
12 = 12
26 = 26
42 = 42
56 = 30
13 = 13
27 = 27
43 = 43
57 = 39
14 = 14
28 = 28
44 = 44
58 = 40
15 = 15
31 = 31
45 = 45
61 = 01
16 = 16
32 = 32
46 = 46
62 = 02
17 = 17
33 = 33
47 = 47
63 = 03
18 = 18
34 = 34
48 = 48
64 = 04
21 = 21
35 = 35
51 = 09
65 = 05
22 = 22
36 = 36
52 = 10
66 = 06
23 = 23
37 = 37
53 = 19
67 = 07
24 = 24
38 = 38
54 = 20
68 = 08
Screen passes are resolved using the Running N Column on the Pass Receivers card. In
the event of a completion (COM on Table V), the yardage gained can be multiplied by
1.5, 2, or 3.
Table V: Screen Pass
(Dice Roll = Result)
11-12 = COM x 3
13-17 = COM x 2
18-47 = COM

48-54 = COM x 1.5


55-67 = Incomplete
68 = Interception

Kickoffs and Returns, Punts and Returns, Fake Punts and Field Goals and Interceptions
are resolved by rolling for Run numbers. When resolving Interceptions, separate dice
rolls determine the player who intercepts the Pass and the length of the Return.
Placekicks are resolved by rolling for the Pass number.
Included in the 109 FACs are 13 of the dreaded Z cards which produce injuries,
penalties, and fumbles. The start of each quarter of play, roll the 8-sided die once to
determine the Z result number. The Z number can change every quarter and when the
digit appears on the 8-sided die within the first three rolls of a given play, it produces a Z
situation. The type of Z result is determined by another dice roll: 1-36 = Injury; 37-62 =
Penalty; 63-65 = Fumble(s); 66-68 = Fumble. Further dice rolls determine the injured
player (Table VI) and the severity of Injury (roll for Pass #), or the Team (Offense,
Defense, Kicking, Return) guilty of the Penalty (Table VII). Fumble(s) results are ignored
by the Home Team; otherwise, Fumble recovery uses a Pass number, modified by the
Defensive Team.

Table VI: Injury Dice Roll


(Die Roll = Injured Player)
11 = QB
12-22 = BC
13-24 = RE
25-26 = RT
27-28 = RG
31-32 = CN
33-34 = LG
35-36 = LT

37-38 = LE 55 = H
41-42 = A
56 = I
43-44 = B
57 = J
45-46 = C
58 = K
47-48 = D
61 = L
51-52 = E
62 = M
53 = F
63 = N
54 = G
64 = O
65-68 = Reroll

Table VII: Penalties


(Situation: Dice Roll = Team Penalty)
Situation 1: Running plays; Quick and Screen Passes and Field Goal Attempts:
11-22 = OFF1
44-46 = OFF3
57 = OFF6
67-68 = OFF14
23-33 = DEF1
47-48 = OFF4
58-62 = OFF7
34-37 = OFF2
51-52 = OFF5
63-65 = DEF7
38-43 = DEF2
53-56 = DEF5
66 = DEF9
Situation 2: Short and Long Passes:
11-18 = OFF1
36-37 = OFF3
21-27 = DEF1
38 = OFF4
28-32 = OFF2
41-42 = OFF5
33-35 = DEF2
43-44 = DEF5
Situation 3: Punts and their Returns:
11-17 = KICK1
32-34 = RET5
18-26 = RET1
35-41 = KICK9
27-31 = KICK5

45-54 = OFF7
55-57 = DEF7
58-61 = OFF8
62-65 = DEF8

66 = DEF9
67 = OFF10
68 = OFF18

42-61 = RET11
62 = RET12

63-67 = RET13
68 = KICK14

Situation 4: Kickoffs and their Returns:


11-13 = KICK1
16-18 = KICK5
24-31 = KICK9
14-15 = RET1
21-23 = RET5
32-62 = RET11

63-65 = RET12
66-68 = KICK15

The Solitaire system replaces the active response by the Defense (Table VIII).
Depending on the down and distance situation, the solitaire results indicate a Run
Defense with or without a key on the ball carrier, Pass or Pass Prevent, with possible
double coverage on the eventual receiver, and the Blitz.

Table VIII: Solitaire Defense


(Situation x Dice Roll = Defense)
1
11-22
23-26
27-34
35-61
62-66
67
68

2
11-18
21-24
25-33
34-62
63-66
67
68

3
11-21
22-24
25-31
32-52
53-61
62-65
66-68

Situation
4
11-17
18-22
23
24-25
26-46
47-56
57-68

5
11-12
13
14-25
26-67
68
NONE
NONE

Defense
=P
= Px2
= R (BC)
= R (NK)
= PR
= PRx2
= BLITZ

Solitaire Situations:
Number 1: All plays that are run on FIRST DOWN.
Number 2: All plays on SECOND DOWN with 6 or less yards to go for a first down or
any plays when the ball is on the opponents 3, 4, 0r 5 yard-line, regardless of down.
Number 3: All plays on SECOND DOWN with 7 or more yards needed for a first down.
Number 4: All plays on THIRD and FOURTH DOWN with 7 or more yards needed for a
first down.
Number 5: All plays on THIRD and FOURTH DOWN with 6 or less yards needed for a
first down or when the ball is on the opponents 1 or 2 yard-line, regardless of down.
Converting the Fast Action Cards results to Fast Action Dice requires some minor
modifications in the exact rate of occurrence of some results, but the STATIS-PRO
system does not suffer in the translation. If you like using dice, you may find this FAD to
your liking.

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