House Rules
House Rules Index
Note: If your playgroup has its own set of house rules you would like to submit, or if you have some ideas of new house rules, please contact me and I will post them here.
Houserules For The Niceville League
The following rules were implemented to our playgroup some time ago to shorten the length of games and we have been abiding by them ever since. Oddball called up to the kind folks at WotC about the games taking a little long to finish. At the time Wizards was playtesting the following (which we have implimented) and have included them in their tournament rules. These rules also add a touch of realism.
In the case of overtime, in the event of a run play or a sack, lose two cards in the same fashion (since two cards are drawn for each first down gained in an overtime).
All other rules are followed as per the instruction booklet. All of our teams in our playgroup are designed and all games are played with the above in mind.
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Shuper's House Rules
The following are the house rules Shuper uses. Very similar to the tourney rules yet has some distinct differences (note the two-minute warning and time outs). Special thanks for the submission.
NFL Showdown League
Only one tight end is required but kickers are a must.
Round Length:
There is no time limit when playing a league game. If both teams are tied when the game is over, the game will go into overtime. If there is no winner after 2 overtime periods, the game will end a tie.
Playbooks:
When you build your team, you also build a 20-card playbook to go with it. Your playbook can include any combination of play cards.
Strategy Decks:
When you build your team, you also build a 40-card strategy deck to go with it. Your deck cannot contain more than 4 copies of any card. Before each game, allow your opponent to shuffle or cut your deck and then divide it into two piles of 20 cards. Use one pile during the first half, and use the other pile during the second half.
Game Clock:
You and your opponent draw 3 cards before the opening kickoff of each half. You and your opponent draw 1 card after every change of possession or first down. After every run play, including sacks, you and your opponent burn 1 strategy card off the clock (both coaches take 1 card from their strategy deck piles and place it face up in their strategy discard piles). If a pass play was called and the final result was a sack that counts as a run play. If a running play is run for a first down and only one strategy card is remaining the card would be picked up for a first down with no card being discarded for a run. (The two-minute warning stops the clock.)
Two-Minute Warning:
There is a two-minute warning at the end of both halves. When the strategy decks run out, each coach with more than 7 cards in his or her hand discards down to 7. During the two-minute warning, each coach discards 1 card (instead of drawing 1) after each change of possession or first down, as well as after each running play and a sack. At the end of each down, the half ends if both coaches’ hands are empty. If the offensive coach has at least 1 time-out remaining and neither coaches have strategy cards, the offensive coach may use his time-out to prevent the end of the game. The coach would then be allowed to run one last play or attempt a field goal.
Time-Outs:
Each team gets three time-outs each half. When a time-out is called, each coach chooses a card from his or her discard pile and places that card into his or her hand, and then play restarts. (New plays may be called.) Time-outs may not be called during play sequences 4 through 15. Coaches may not use more than one of their time-outs per play. During the two-minute warning, a time-out does not give you a card from your dicard pile but allows you from not discarding one from your hand. (i.e. If a team runs for a first down, then calls a time out. The coach would only have to discard 1 card. 1 for running play + 1 for a first down = 2 – 1 for the time out = 1.)
Overtime:
There are only two overtime periods. Both teams get one offensive possession in a period. If the game is tied at the end of regulation, it goes into overtime. Reshuffle both strategy decks and split them into halves, just like you do at the start of the game. Roll the die to see who chooses to start on offense or defense. You and your opponent draw 3 strategy cards. The offensive team places the ball on the defensive team's 25-yard line. When a touchdown is scored in overtime, the offensive team must attempt a 2-point conversion from the 5-yard line.
The drive ends when a touchdown is scored, (plus a 2-point conversion attempt), when a field goal is attempted, when the defense forces a turnover, or when the offensive team turns the ball over on downs. Then, the other team gets an opportunity to score from its opponent's 25-yard line. The team that scores the most points in this first overtime period is the game winner. If both teams are still tied, they play a second overtime period. Both players continue to use the same strategy decks and the cards in their hands. The team that started on offense in the first overtime starts on offense again. The team that scores the most points in this second overtime period is the game winner. If both teams are still tied after the second overtime, the team with the highest total of offensive yards during non-overtime play is the game winner. There are no timeouts in overtime.
Audible:
The offensive coach may call an audible after the defensive coach places a defensive play card on the playmat. However, the offensive coach must choose a new play using the same formation. The defensive coach may not call an audible. The defense may call a timeout in order to change a play.
Full-Play Sequence:
1. The offensive coach either announces a kick or chooses a play. The play is put on the playmat, formation side up.
2. If the offense isn't kicking, the defensive coach chooses a play. The play is put on the playmat formation side up.
3. Offensive coach may call an audible.
4. Offensive coach swipes a play.
5. The offensive play is put on the playmat play, side up.
6. Defensive coach swipes play.
7. The defensive play is put on the playmat play, side up.
8. Offensive strategy card may be played.
9. Offensive coach swipes player.
10. Defensive coach strategy card may be played.
11. Defensive coach swipes player.
12. Determine the result of the play.
13. Defensive coach may play a strategy card.
14. Offensive coach may play a strategy card.
15. Determine the result of the play.
16. After a run result, including a sack, each coach burns a strategy card off the clock before cards are drawn. If a coach calls a timeout after a run result, strategy cards are not burned off the clock.
17. Begin next down.
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Ga73Dogs's House Rules
NFL Showdown League and Tournament Rules (GameKeeper)
Round Length:
Each round is 75 minutes. If your game has not finished within 75 minutes, the team leading at that time is the winner. If the losing team is on offense when time is called, he or she can finish that drive. If both teams are tied when time is called, the game will go into overtime. If there is no winner after 2 overtime periods, the game winner will be decided by total offensive yards accumulated during the first and second halves. The team with the most offensive yards will be declared the winner.
Team Construction:
When you build your team, must meet the following requirements:
Base Team: 5000 Points (1 QB, 2 RB, 2 TE, 2 WR, 2 WR, 2 OL, 2 DL, 2 LB, 2 CB, 2 SF & 1 K)
Special Teams/Backups: 200 Points (no single player can be over 400 pts); you must have 1 QB as a Special Teams or Backup Player; Special Teams: ½ current point value; Backup Players: 1/5 current point value; Total Team: 5200 pts
Stadiums:
When you build your team, you also roll to see if your stadium is outside or a Dome.
Stadium Roll: 1–8 Outside, 9–12 Dome, 13–20 Outside
Wind: Roll 1 d20, 1–2 Blows towards the Visitor’s End Zone at +/- 2; 3–7 Blows towards the Visitor’s End Zone at +/-1; 8–12 No Effect; 13–18 Blows towards the Home End Zone at +/-1; 19–20 Blows towards the Home End Zone at +/-2
Playbooks:
When you build your team, you also build a 25-card playbook to go with it. Your playbook can include any combination of play cards.
Strategy Decks:
When you build your team, you also build a 60-card strategy deck to go with it. You must have at least 5 penalty cards the remaining 55 cards can be anything. Your deck cannot contain more than 4 copies of any card. Before each game, allow your opponent to shuffle or cut your deck and then divide it into two piles of 30 cards. Use one pile during the first half, and use the other pile during the second half. Keeping the 30 card half facedown, place the bottom 5 cards in the strategy (clock) pile, on top of the 5th card place the 2 minute warning card, then place the next 10 cards face down and insert the 2nd/4th quarter card. Place the last 15 cards on top of that.
Game Clock:
You and your opponent draw 3 cards before the opening kickoff of each half. You and your opponent draw 1 card after every change of possession or first down (including after a kickoff or punt). After every run play, including sacks, you and your opponent burn 1 strategy card off the clock (both coaches take 1 card from their strategy deck piles and place it face up in their strategy discard piles). If a pass play was called and the final result was a sack that counts as a run play. If a timeout is called do not discard a card, you would still draw 1 card for a First Down or Turnover.
Two-Minute Warning:
During the 2-Minute warning the offense may call a 2 minute drill, using the same 2 plays that were used before, allowing the offense to still call an audible. 2 minute drill can not be used on an incomplete pass.
Time-Outs:
Each team gets three time-outs each half. When a time-out is called, each coach chooses a card from his or her discard pile and places that card into his or her hand, and then play restarts. (New plays may be called.) Use the reset button. Time-outs may not be called during play sequences 4 through 15. Coaches may not use more than one of their time-outs per play.
Game/Half/Quarter:
When the strategy decks (clock) runs out, the half or game is over. The Offense may call a timeout, if any left, on the draw of the final card. This will allow the offense 1 final play.
At the changing of a quarter, including the half, the plays switch sides of the field. Meaning that if you were going towards the “Visitor” end zone you will now be going towards the “Home” end zone.
Overtime:
There are only two overtime periods. Each player Rolls 1 d20, The player who rolled the highest number chooses whether they want the ball 1st or 2nd or which side of the field they want to DEFEND. The ball is placed on the 25-yard line. If a touchdown is scored, you must try for a 2-pt conversion from the 5-yard line. Both teams get one offensive possession in a period. The drive ends when a touchdown is scored, (plus a 2-point conversion attempt), when a field goal is attempted, when the defense forces a turnover, or when the offensive team turns the ball over on downs. Then, the other team gets an opportunity to score from its opponent's 25-yard line. The team that scores the most points in this first overtime period is the game winner. If both teams are still tied, they play a second overtime period. The team that started on offense in the first overtime starts on offense again. The team that scores the most points in this second overtime period is the game winner. If both teams are still tied after the second overtime, the team with the highest total of offensive yards during non-overtime play is the game winner. There are no timeouts in overtime.
Audible:
The offensive coach may call an audible after the defensive coach places a defensive play card on the playmat. However, the offensive coach must choose a new play using the same formation. The defensive coach may not call an audible. The defense may call a timeout in order to change a play.
Home/Visitor:
To determine who is the Home Team both players roll 1 d20. The Higher Number is Home.
Start of Game Sequence:
1. Roll to see who is Home Team
2. If Home Teams Stadium is Outside then Roll for Wind
3. Home Team calls Odd or Even, Opposing player rolls 1 d20
4. Winner chooses (Kick/Receive/End Zone to Defend)
5. Shuffle and Break down Strategy Decks(Clock)
6. Draw 3 Cards
7. Kick Off
8. Draw 1 card
Full-Play Sequence:
1. The offensive coach either announces a kick or chooses a play. The play is put on the playmat, formation side up.
2. If the offense isn't kicking, the defensive coach chooses a play. The play is put on the playmat formation side up.
3. Offensive coach may call an audible.
4. Offensive coach swipes a play.
5. The offensive play is put on the playmat play, side up.
6. Defensive coach swipes play.
7. The defensive play is put on the playmat play, side up.
8. Offensive strategy card may be played.
9. Offensive coach swipes player.
10. Defensive coach strategy card may be played.
11. Defensive coach swipes player.
12. Determine the result of the play.
13. Defensive coach may play a strategy card.
14. Offensive coach may play a strategy card.
15. Determine the result of the play.
16. After a run result, including a sack, each coach burns a strategy card off the clock before cards are drawn. If a coach calls a timeout after a run result, strategy cards are not burned off the clock.
17. Begin next down.
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Talenn's House Rule
Talenn says...my vision on NFL Showdown is slightly off kilter now as my gaming group and league have converted over to a house rule of only two each of the red and green cards. It changes the way the game works a bit (for the better). The same ideas as the regular game are still there, but the coaching and calling is more important over drawing and playing cards.
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Any comments, suggestions, etc, please contact me.