One of the several statistically-based sports simulations produced by the Strat-O-Matic Game Company. The game consists of player cards and team defensive cards that accurately reproduce play outcomes and player, team, and league statistics of the National Football League for the season on which the cards are based. Play progresses with the gamer on offense calling his play (run or pass, where the play is directed, the ball carrier or primary receiver, etc.) and the gamer on defense setting a defensive configuration (blitzes, double coverage of receivers, stacking the line, etc.). In the cards and dice version, three dice are then rolled, with one die determining whether the play result comes from the offensive or defensive cards and the other two determining the result from the speciifed card. Play takes place on a game board that resembles a football field, and the gamers keep track of the ball position, the down, and the time remaining in the quarter being played. Penalties and injuries are part of the game. Gamers play from the perspective of a head coach and/or general manager.
The game also comes in a computer version that automatically determines play outcomes and compiles and reports player, team and league statistics. The computer version grapically portrays the plays using X's and O's to depict player movement. The computer version also features a sophisticated computer coach that faciltates solitaire play.
Each year the Strat-O-Matic Game Company issues a new set of player and team cards (or computer disk) based upon the most recent NFL season. The company also issues from time to time sets of players and teams from past seasons.
This is a game record that can be used to record a football game. If you are creative enough, it can even be used in lieu of the Strat O Matic football board for solitaire play on-the-go.
This game record assumes a quarter will consist of up to 50 plays with an overflow sheet if it goes over 50. This game record is two pages long without the overflow sheet, so you can print front and back. Each line is a play. To reduce fatigue, lines are numbered and every fifth line is shaded.
The columns are as follows:
Game Clock: Clock is in minutes and seconds. Format is flexible enough to allow for time-keeping in any increment, not just the standard 15s system.
Poss: To note the team that has possession of the ball.
Down & Distance: Write "1-10" or "1st 10" for 1st and 10....
These reference cards provide quick reference to the rule set. This card set supports the classic "Super Advanced" rules and the modern computer rule set by way of game options.
These game options work much like selecting options in a video game would. While I was at it, I took some liberties to include some unofficial options to simplify game play and to support keeping the game clock in six second increments.
This file contains reference cards for the various offensive and defensive formations available in the game. These cards specify how to use the formation, restrictions, and the effects these formations have on player ratings.
Roman numerals specify coverage assignments and correspond to the play selector that I uploaded recently.
These are based on considerable research of the classic and modern rule sets.
This is an alternative game clock to the game. In this version, all spaces are in 6 second increments.
There are three cards that contain the game clock spaces and a fourth card that shows the time usage of each play.
The default time usage is the amount of seconds shown in the yellow circle. This is the normal time usage.
After some plays, the offense may elect to allow the clock to run up to the amount shown in the green circle. This is the maximum time that can be used without incurring a delay of game penalty.
This is the amount of time used if a time out is called. On some plays, if the offense elects to use a no-huddle offense or to spike the ball, the amount of time used is the red circle amount plus six...
This is a major revision to the solitaire cards. Changes are as follows:
These cards are now 5" x 7". The page size is set to this, so you can use a photo printer or configure the setting as you see fit.
Now there is clearer support for using these cards when less than 20 yards from the goal line.
TYPE OF PLAY
The run/pass probabilities are stated on each card.
The defense is less likely to key on a rarely used running back.
Play probabilities are weighted towards what would be most appropriate for the player positions selected. Ex: the cards are less likely to call Run Defense when sending a linebacker to double team.