Tutorial – How to play Famous First Downs, an American football card game from Famous Games Co

Tutorial – How to play Famous First Downs, an American football card game from Famous Games Co

So you want to be a famous football player…
Well, suit up, champ, and I’ll make sure you’ve got your head in the game.
Flip a coin to decide who will start on offense. That player takes the three double-sided offense
cards. The other player takes the six single-sided defense cards.
There are a lot of statistics in football. We track them with different types of coins.
7 nickels and 15 pennies track yardage. 10 dimes track momentum.
1 penny tracks the downs. Although it’s not required, you can use
a playmat like this one to help keep everything organized. When the game begins, the defense
holds all 50 yards and places 10 of them in the neutral zone for first down.
You’ll also need a score sheet to track the results of your scoring drives. A typical
scoring drive will last five minutes. We recommend giving each player three scoring drives but
you can play as many or as few as you like. Football is all about playcalling. Each turn,
also called a down, the offense is going to select a play from their hand and place it
face up on the mat. It’s the defense’s job to respond to that
play with one of their own. Each offensive play is covered by three to four defensive
plays but none of them offer 100% coverage. The defense plays a card facedown. The offense
then declares one of the three options available on his play. Then the defense reveals his
card. A shield icon indicates a blocked play, meaning
the offense gained no yards. Otherwise, add up the offensive and defensive numbers to
determine how many yards were gained. A shield icon indicates a blocked play, meaning
the offense gained no yards. Otherwise, add up the offensive and defensive numbers to
determine how many yards were gained. The offense takes coins from the Yards to
First Down space equal to the number of yards gained. If there are none left, he has earned
a First Down and gets to claim any excess yardage coins from the defense.
The offense only gets four chances to gain their first down. Before each attempt, the
downs marker moves along its track. For each new first down, the marker returns to the
top of its track and the defense must surrender 10 yards to the center area.
If the offense plays well, they’ll quickly capture all 50 yards from the defense. If
you claim the final one, congratulations! You’ve just completed your scoring drive
with a 7-point touchdown! Another way to score is to kick a 3-point
field goal on your fourth down. If you’re within 20 yards of the goal line, it’s guaranteed.
For every 10 yards beyond that, rounded up, you’ll have to flip a coin.
It’s okay to miss a field goal attempt. Although you don’t score the 3 points, the
kick still ensures that your opponent has to gain back a lot of yards before he can
score points of his own. When the drive ends, players swap cards and
it’s now the other player’s turn to be on offense. If the drive ended in a touchdown
or a field goal attempt, the new defender gets to claim all 50 cents of yardage.
In some cases, however, the offense may decide to run a play on fourth down rather than attempting
a field goal. If they get the yards they need, they earn a new first down. But if they don’t,
it results in a turnover on downs. A turnover on downs ends the offense’s scoring
drive. Even worse, it means the defense won’t have as far to go on their upcoming drive.
The defense claims the remaining yards to first down, then cards are exchanged.
To mark the start of a new scoring drive, the new defender resets the down marker and
ensures there are 10 yards to first down. As you can see, a turnover can leave the new
defender extremely vulnerable. Amidst all the playcalling, downs and scoring
points, there’s another vital element to the sport of football. It’s called momentum:
the ebb and flow of each team’s fortunes on the field.
The defense earns momentum every time they block a play with a shield icon. The offense
earns momentum every time they gain a new first down, provided they didn’t spend momentum
that turn to achieve it. Also, momentum carries over from one scoring
drive to the next. Momentum earned while on defense can be spent while on offense and
vice versa. If there’s no momentum left to claim, your
opponent discards momentum instead. As a result, there’s a constant tug-of-war for momentum
throughout the game. Momentum is always spent at the end of a play
to change something after the fact. If both players want to spend momentum, only the most
expensive purchase takes effect. The other player’s momentum is refunded.
For the offense, the cheapest purchase is an additional 10 yards on a field goal attempt.
If you guessed a coin flip incorrectly, you can pay a single momentum to correct your
guess. You can pay this fee as many times as needed to complete your kick.
The offense can also spend two momentum to purchase 5 additional yards on a trick play,
as indicated by a yellow arrow on their card. Trick plays cannot be purchased if blocked
by a shield icon on the defense’s card. Last of all, if the offense doesn’t like
how a given play turns out, they can spend three momentum to cancel the results and repeat
the down. Any yards gained or lost plus any previous momentum spent on the play is refunded.
For the defense, whenever they earn momentum from a blocked play, they can immediately
spend three momentum to purchase a quarterback sack. This forces the offense to add 5 yards
to the yards to first down. Sacks can be canceled by a repeated down.
They also cannot be purchased while the offense’s Shotgun formation or defense’s Quarter formation
are in play. Just like the offense, the defense can spend
momentum to repeat a down they don’t like. Doing so while on defense, however, costs
four momentum. A defense with 7 momentum is very dangerous
as they can purchase a fumble or interception, ending the scoring drive immediately. The
offense claims any yards gained on the play and the defense claims the remainder before
switching cards. At any point, if the player with the fewest
points does not have enough scoring drives remaining to tie the game, he is welcome concede
defeat, ending the game in a loss. The winner is the player with the most points
after each player has had three scoring drives. In the case of a tie, each player receives
an additional scoring drive and the game continues until a winner can be determined.
Football’s a complex sport, champ, but that also makes it one of the most rewarding. Thanks
for keeping your head in the game and making it to the end of training camp.Now get out
on the field and move those yardsticks.

Leave a Reply

Your email address will not be published. Required fields are marked *