SIGN IN
← Back to the game

Version 2.1

AMERICAN FOOTEE RULEBOOK

A fast dice game played on a full 100-yard field. Call the offense, answer with a defensive coverage, roll the dice, and manage four downs, the game clock, field position, and scoring just like American football.

1 · Win the game

Score more points than your opponent across four 8-minute quarters. Regulation uses a 100-yard field measured from the offense's own goal line: own 1 through the 50, then opponent territory through the end zone at 100. The offense always moves toward 100; field position flips when possession changes.

2 · Start of play and possessions

A coin toss chooses the opening receiver. The other team receives the second-half kickoff. Kick returns normally place the ball between the receiving team's own 20 and 32; Return Threat teams add five yards. Every new possession draws one Event Card that remains active for that drive.

  • The offense chooses a Play Card; the defense chooses a Cover Card.
  • The cards are revealed, the listed skill dice and QB die are rolled, then the Cover Die is applied.
  • After the result, move the ball, update the chains and clock, then begin the next down.
  • A turnover gives the opponent the ball at the mirrored field position.

3 · Downs and distance

  • The offense has four downs to gain 10 yards.
  • Reaching the line to gain resets the series to 1st & 10.
  • Inside the opponent's 10, the distance becomes 1st & Goal.
  • A failed fourth-down play is a turnover on downs at the spot. There is no fifth down.
  • On fourth down, choose to go for it, punt, or attempt a field goal when in range.

4 · Field, clock and quarters

100-yard field

The ball is tracked from the offense's own goal line. Crossing 100 scores a touchdown; being driven to 0 or behind is a safety. The field-goal line begins at the opponent's 35.

Four 8-minute quarters

A normal play uses roughly 18–27 seconds. An incomplete pass uses about 5–8 seconds. Drives continue across the end of the first and third quarters; halftime starts a new kickoff.

5 · Scoring and kicking

  • Touchdown — 6: carry or complete the ball into the end zone.
  • Extra point — 1: a 94% kick after a touchdown; Clutch Kicker teams make it 99%.
  • Two-point conversion — 2: run one offensive play from the opponent's 3.
  • Field goal — 3: kick distance is yards to the goal plus 17. Accuracy falls with distance; Clutch Kicker is automatic through 45 yards.
  • Safety — 2: tackle the offense in its own end zone, then receive the free kick at your own 40.
  • Punt: travels 38–51 yards. A punt entering the end zone is a touchback at the receiving team's 20.

6 · v2.1 compressed dice

v2.1 compresses the original big swings into football-sized gains. Most successful plays land between 3 and 13 yards, explosive results are usually 12–20, sacks are limited to a maximum 10-yard loss, and a non-sack run cannot lose more than 2 yards. Covered passes fall incomplete rather than producing extreme negative yardage. A play is capped at 60 yards before the goal line is applied.

Read every die by its physical face number. For example, a WR roll of 1 means 6 yards; a WR roll of 6 means turnover.

🙌 WR Die: 1–6 result key

  1. 1= 6 yards
  2. 2= 9 yards
  3. 3= 13 yards
  4. 4= Explosive 20
  5. 5= Incomplete
  6. 6= Turnover

💪 TE Die: 1–6 result key

  1. 1= 5 yards
  2. 2= 7 yards
  3. 3= 10 yards
  4. 4= Explosive 16
  5. 5= Incomplete
  6. 6= Turnover

🏃 RB Die: 1–6 result key

  1. 1= 3 yards
  2. 2= 4 yards
  3. 3= 6 yards
  4. 4= Explosive 12
  5. 5= 1 yard
  6. 6= Turnover

🎯 QB Die: 1–6 result key

  1. 1= Boost +5
  2. 2= Accurate (reroll)
  3. 3= Explosive +6
  4. 4= Sack −5
  5. 5= Bad Throw −4
  6. 6= Turnover

🛡️ Cover Die: 1–6 result key

  1. 1= Covered −2
  2. 2= Blanketed −5
  3. 3= Turnover
  4. 4= Neutral
  5. 5= Blown Coverage +4
  6. 6= Major Breakdown +6

🦵 Kick Die: 1–6 result key

  1. 1= Pure Strike
  2. 2= Solid
  3. 3= Solid
  4. 4= Adequate
  5. 5= Mishit
  6. 6= Blocked

How the dice combine

  • The best skill-die result supplies the main gain; a second positive skill die contributes one quarter of its yards.
  • The QB Die can boost, reroll, complete an explosive connection, force an incompletion, take a sack, or create interception danger.
  • The Cover Die and the chosen coverage adjust the result; coverage matchup modifiers are reduced to one third of their listed value.
  • A skill-die turnover becomes a takeaway only when the defense is in position, and loose balls are often recovered by the offense.
  • A QB turnover becomes an interception only when coverage is in position and the primary skill result is empty; otherwise it is a pressured bad throw.

7 · Event deck (120 cards, 10 packs)

Shuffle the selected modular packs together. Draw one card at the start of each possession and apply its effect for that drive.

Air Raid

Vertical passing swings, tempo and timing.

  • No Safety Help — WR explosive +10
  • Perfect Timing — QB Boost +4
  • Slot Mismatch — TE success +6
  • Spread Formation — Cover Die −4
  • Tempo Surge — reroll WR once
  • Back-Shoulder Magic — WR failure becomes 8
  • Miscommunication — WR success −6
  • Edge Pressure — QB Sack −10
  • Crowd Noise — QB Accurate removed
  • Dry Track — passing +3
  • Wind Gust — WR explosive −8
  • Humidity — TE explosive −6

Ground-and-Pound

Downhill running, clock control and grind.

  • Push the Pile — RB success +4
  • Double Tight — TE failure becomes 10
  • Fullback Lead — RB explosive +6
  • Clock Control — Cover Die neutralised once
  • Inside Leverage — RB failure becomes 3
  • Wear Them Down — RB reroll once
  • Stuffed Gap — RB success −4
  • Holding Call — −10 yards
  • Slow Exchange — RB explosive removed
  • Cold Weather — RB +3
  • Wet Grass — WR success −5
  • Mud Track — TE explosive −10

Chaos Defense

Blitzes, takeaways and blown assignments.

  • Safety Blitz — Cover Die gains explosive face
  • Ball Hawk Mode — WR turnover +1 face
  • QB Spy — QB Boost negated
  • Disguised Coverage — WR explosive −10
  • Pressure Cooker — QB Sack −10
  • Strip Attempt — RB turnover +1 face
  • Over-Pursuit — RB success +6
  • Blown Assignment — WR success +10
  • Late Rotation — TE explosive +8
  • Fog — passing −4
  • Hard Turf — RB explosive +4
  • Crowd Roar — Cover Die neutral removed

Special Teams

Kicks, returns and the hidden yardage game.

  • Perfect Snap — FG +10% success
  • Bad Hold — FG −15% success
  • Wind Shift — FG distance −5 yards
  • Ice-Cold Kicker — FG auto inside 40
  • Block Attempt — Cover Die explosive becomes FG block
  • Return Threat — kickoff return +20 yards
  • Mishit Kick — kickoff −10 yards
  • Sideline Bounce — punt +10 yards
  • Coffin Corner — punt pins at 10
  • Shanked Punt — punt −15 yards
  • Onside Surprise — 50% chance possession retained
  • Special Teams Penalty — −10 yards

QB Psychology

Confidence, poise and the quarterback's head.

  • Locked In — QB reroll once
  • Hesitation — QB Accurate removed
  • Overconfidence — QB explosive +6
  • Panic Step — QB Sack −12
  • Calm Pocket — Cover Die −6
  • Forced Throw — WR turnover +1 face
  • Read Progression — TE success +4
  • Misread — WR success −8
  • Shoulder Tightness — QB Boost −4
  • Veteran Poise — QB Bad Throw becomes −4
  • Rookie Mistake — QB turnover +1 face
  • Film Study — QB Accurate +1 face

RB Momentum

Vision, burst and ball security.

  • Burst Step — RB explosive +8
  • Heavy Legs — RB success −3
  • Perfect Cut — RB success +6
  • Stuffed Early — RB failure becomes −2
  • Second Wind — RB reroll once
  • Ball Security — RB turnover −1 face
  • Overstride — RB explosive −6
  • Inside Vision — RB success +4
  • Outside Bounce — RB explosive +10
  • Misstep — RB failure −4
  • RB Screen Boost — screen plays +10 yards
  • RB Confidence — RB success +3

Receiver Dynamics

Route craft, hands and contested catches.

  • Toe-Tap Magic — WR success +8
  • Route Break — WR explosive +12
  • Jammed at Line — WR success −6
  • Double Move — WR reroll once
  • Soft Hands — WR failure becomes 6
  • Hard Hit — WR turnover +1 face
  • Sideline Awareness — WR explosive +6
  • Misroute — WR success −10
  • Deep Chemistry — WR explosive +15
  • Short Gain — WR explosive becomes 12
  • WR Screen Boost — WR success +5
  • WR Confidence — WR success +3

Defensive Front

Gap integrity, pass rush and trench war.

  • Gap Control — RB success −4
  • Edge Set — RB explosive −8
  • Interior Push — QB Sack −10
  • Stunt Package — Cover Die +1 success face
  • Contain Failure — QB Boost +6
  • Run Blitz — RB failure −4
  • DL Fatigue — Cover Die −1 success face
  • Bull Rush — QB Sack −14
  • Shed Block — RB success −3
  • Overrun — RB explosive +8
  • Pocket Collapse — QB Bad Throw −8
  • Defensive Discipline — WR explosive −6

Coverage Shells

Zone, man and the chess match downfield.

  • Cloud Coverage — WR explosive −10
  • Tampa Drop — TE success −6
  • Match Coverage — WR success −4
  • Late Rotation — WR explosive +6
  • Soft Zone — WR success +8
  • Hard Zone — TE explosive −8
  • Man Switch — WR explosive −4
  • Bracket Coverage — WR explosive −12
  • Zone Flood — TE success +6
  • Miscommunication — WR success +10
  • Deep Cushion — WR explosive +8
  • Press Coverage — WR failure becomes −2

Weather & Chaos

The elements decide as much as the players.

  • Heavy Rain — passing −8
  • Blizzard — RB +6, WR −10
  • Heat Wave — stamina −5 yards on 4th play
  • Gusty Wind — FG −20%
  • Fog Bank — WR explosive −12
  • Perfect Weather — +5 yards to all successes
  • Lightning Delay — possession ends immediately
  • Muddy Field — RB explosive −10
  • Dry Turf — WR explosive +10
  • Cold Snap — QB Bad Throw +2 faces
  • Sun Glare — WR failure +1 face
  • Slippery Ball — turnover +1 face for all dice

8 · Offense play deck (20)

  • WR Route — Roll WR + QB against the Cover Die.
  • TE Route — Roll TE + QB. Reliable chain-mover.
  • RB Run — Roll RB. No QB risk, no QB upside.
  • Play Action — Roll WR + TE + QB. Best receiver result counts.
  • Screen Pass — Roll RB + QB. +3 yards, blunts pressure.
  • Trick Play — Roll WR + RB + QB. Explosive +5, doubled turnover risk.
  • QB Sneak — Roll QB only. +4 yards floor.
  • Draw Play — Roll RB. +2 yards, beats the blitz.
  • Slot Attack — Roll TE + WR + QB. Hunts the mismatch.
  • Deep Shot — Roll WR + QB. WR explosive +6.
  • Quick Out — +2 yards. Sack yardage halved.
  • Slant — +3 yards on a timing throw.
  • Curl — +3 yards, settles into zone.
  • Flood — Three levels to one side. +1 yard.
  • Smash — Corner-flat combo. Explosive +4.
  • Levels — +2 yards, high-low the linebacker.
  • Bootleg — +4 yards, QB Sack halved.
  • Jet Sweep — Roll WR as a runner. Speed to the edge.
  • End Around — Roll WR + RB. Best result counts.
  • Checkdown — +5 yards, turnover face ignored.

9 · Defense cover deck (20)

  • Man Coverage — WR −4.
  • Zone Coverage — TE −4, run support.
  • Blitz — Cover Die gains an extra Success face.
  • Double WR — WR explosive −12.
  • Spy QB — QB Boost negated.
  • Run Stuff — RB success −4.
  • Tampa 2 — Deep middle capped.
  • Cover 3 — Balanced shell.
  • Cover 6 — Quarter-quarter-half.
  • Match — Pattern-match the routes.
  • Bracket — WR explosive −12, run exposed.
  • Cloud — Corner over the top.
  • Hard Flat — Screens and flats squeezed.
  • Soft Zone — Gives up the short stuff.
  • Press — Jam at the line, explosive risk.
  • Off-Man — Cushion, no big plays behind.
  • Fire Zone — Five rush, three deep.
  • Nickel Blitz — Slot pressure.
  • Dime Shell — Six defensive backs.
  • Prevent — No explosives, easy yards.

10 · Traits, archetypes and teams

Each franchise inherits eight traits, play-calling tendencies, defensive preferences, and Event Pack choices from its archetype: Air Raid, Ground-and-Pound, Chaos Defense, or Pro Style.

  • Elite QB — Reroll the QB Die once per half.
  • Speed WR — WR explosive +12.
  • Power RB — RB success +6.
  • Reliable TE — TE failure becomes 10.
  • Shutdown Corner — Opposing WR explosive −8.
  • Blitz Monsters — Cover Die +1 Success face, QB Boost −2.
  • Run Wall — Opposing RB failure −3.
  • Clutch Kicker — Field goals are automatic inside 45 yards.
  • Sure Hands — WR turnover face removed on 1st down.
  • Iron Line — QB Sack −6 becomes −2.
  • Ball Hawks — Cover Die turnover chance up one face weight.
  • Gap Discipline — Opposing RB explosive −8.
  • Tempo — Once per possession, ignore the defense's Event Card.
  • Deep Shell — Opposing explosive faces −6 on 4th down.
  • Mudders — Weather events never reduce RB yardage.
  • Return Threat — Drives start on the 30 instead of the 25.

Glasgow Guardians

Ground-and-Pound — Twelve personnel, bleed the clock, win the fourth quarter.

power-rb · reliable-te · iron-line · mudders · run-wall · gap-discipline · clutch-kicker · return-threat

Dublin Dragons

Chaos Defense — Pressure, disguise and takeaways. Win the game without the ball.

blitz-monsters · ball-hawks · shutdown-cb · run-wall · gap-discipline · deep-shell · iron-line · clutch-kicker

Reykjavik Rooks

Pro Style — No weaknesses, no cheat codes. Execute and win.

elite-qb · power-rb · reliable-te · iron-line · run-wall · ball-hawks · clutch-kicker · return-threat

Oslo Otters

Ground-and-Pound — Twelve personnel, bleed the clock, win the fourth quarter.

power-rb · reliable-te · iron-line · mudders · run-wall · gap-discipline · clutch-kicker · return-threat

Berlin Boars

Ground-and-Pound — Twelve personnel, bleed the clock, win the fourth quarter.

power-rb · reliable-te · iron-line · mudders · run-wall · gap-discipline · clutch-kicker · return-threat

Warsaw Wardens

Chaos Defense — Pressure, disguise and takeaways. Win the game without the ball.

blitz-monsters · ball-hawks · shutdown-cb · run-wall · gap-discipline · deep-shell · iron-line · clutch-kicker

Copenhagen Cyclones

Air Raid — Tempo, spacing and shot plays. Score fast, live dangerously.

elite-qb · speed-wr · reliable-te · tempo · sure-hands · shutdown-cb · ball-hawks · clutch-kicker

Amsterdam Admirals

Pro Style — No weaknesses, no cheat codes. Execute and win.

elite-qb · power-rb · reliable-te · iron-line · run-wall · ball-hawks · clutch-kicker · return-threat

Lisbon Lynx

Air Raid — Tempo, spacing and shot plays. Score fast, live dangerously.

elite-qb · speed-wr · reliable-te · tempo · sure-hands · shutdown-cb · ball-hawks · clutch-kicker

Cairo Cobras

Chaos Defense — Pressure, disguise and takeaways. Win the game without the ball.

blitz-monsters · ball-hawks · shutdown-cb · run-wall · gap-discipline · deep-shell · iron-line · clutch-kicker

Nairobi Knights

Pro Style — No weaknesses, no cheat codes. Execute and win.

elite-qb · power-rb · reliable-te · iron-line · run-wall · ball-hawks · clutch-kicker · return-threat

Marrakesh Mustangs

Air Raid — Tempo, spacing and shot plays. Score fast, live dangerously.

elite-qb · speed-wr · reliable-te · tempo · sure-hands · shutdown-cb · ball-hawks · clutch-kicker

Barcelona Bulls

Air Raid — Tempo, spacing and shot plays. Score fast, live dangerously.

elite-qb · speed-wr · reliable-te · tempo · sure-hands · shutdown-cb · ball-hawks · clutch-kicker

Rome Reapers

Chaos Defense — Pressure, disguise and takeaways. Win the game without the ball.

blitz-monsters · ball-hawks · shutdown-cb · run-wall · gap-discipline · deep-shell · iron-line · clutch-kicker

Paris Prowlers

Pro Style — No weaknesses, no cheat codes. Execute and win.

elite-qb · power-rb · reliable-te · iron-line · run-wall · ball-hawks · clutch-kicker · return-threat

Istanbul Ironmen

Ground-and-Pound — Twelve personnel, bleed the clock, win the fourth quarter.

power-rb · reliable-te · iron-line · mudders · run-wall · gap-discipline · clutch-kicker · return-threat

Toronto Thunder

Pro Style — No weaknesses, no cheat codes. Execute and win.

elite-qb · power-rb · reliable-te · iron-line · run-wall · ball-hawks · clutch-kicker · return-threat

Vancouver Voyagers

Ground-and-Pound — Twelve personnel, bleed the clock, win the fourth quarter.

power-rb · reliable-te · iron-line · mudders · run-wall · gap-discipline · clutch-kicker · return-threat

Seoul Sentinels

Pro Style — No weaknesses, no cheat codes. Execute and win.

elite-qb · power-rb · reliable-te · iron-line · run-wall · ball-hawks · clutch-kicker · return-threat

Osaka Oni

Chaos Defense — Pressure, disguise and takeaways. Win the game without the ball.

blitz-monsters · ball-hawks · shutdown-cb · run-wall · gap-discipline · deep-shell · iron-line · clutch-kicker

Sydney Sharks

Air Raid — Tempo, spacing and shot plays. Score fast, live dangerously.

elite-qb · speed-wr · reliable-te · tempo · sure-hands · shutdown-cb · ball-hawks · clutch-kicker

Auckland Albatross

Chaos Defense — Pressure, disguise and takeaways. Win the game without the ball.

blitz-monsters · ball-hawks · shutdown-cb · run-wall · gap-discipline · deep-shell · iron-line · clutch-kicker

Manila Mavericks

Ground-and-Pound — Twelve personnel, bleed the clock, win the fourth quarter.

power-rb · reliable-te · iron-line · mudders · run-wall · gap-discipline · clutch-kicker · return-threat

Jakarta Juggernauts

Air Raid — Tempo, spacing and shot plays. Score fast, live dangerously.

elite-qb · speed-wr · reliable-te · tempo · sure-hands · shutdown-cb · ball-hawks · clutch-kicker

Mumbai Monsoon

Air Raid — Tempo, spacing and shot plays. Score fast, live dangerously.

elite-qb · speed-wr · reliable-te · tempo · sure-hands · shutdown-cb · ball-hawks · clutch-kicker

Singapore Stingrays

Pro Style — No weaknesses, no cheat codes. Execute and win.

elite-qb · power-rb · reliable-te · iron-line · run-wall · ball-hawks · clutch-kicker · return-threat

Bangkok Tridents

Chaos Defense — Pressure, disguise and takeaways. Win the game without the ball.

blitz-monsters · ball-hawks · shutdown-cb · run-wall · gap-discipline · deep-shell · iron-line · clutch-kicker

Shanghai Sabres

Ground-and-Pound — Twelve personnel, bleed the clock, win the fourth quarter.

power-rb · reliable-te · iron-line · mudders · run-wall · gap-discipline · clutch-kicker · return-threat

Lima Llamas

Ground-and-Pound — Twelve personnel, bleed the clock, win the fourth quarter.

power-rb · reliable-te · iron-line · mudders · run-wall · gap-discipline · clutch-kicker · return-threat

Santiago Storm

Chaos Defense — Pressure, disguise and takeaways. Win the game without the ball.

blitz-monsters · ball-hawks · shutdown-cb · run-wall · gap-discipline · deep-shell · iron-line · clutch-kicker

Buenos Aires Bolts

Air Raid — Tempo, spacing and shot plays. Score fast, live dangerously.

elite-qb · speed-wr · reliable-te · tempo · sure-hands · shutdown-cb · ball-hawks · clutch-kicker

Bogota Bandits

Pro Style — No weaknesses, no cheat codes. Execute and win.

elite-qb · power-rb · reliable-te · iron-line · run-wall · ball-hawks · clutch-kicker · return-threat

11 · Overtime

If regulation ends tied, overtime begins with a new coin toss. Each team receives one possession from the opponent's 25-yard line. Both teams receive an equal number of possessions; after each completed pair, a team leading wins. If the score remains tied after three rounds, the game ends in a tie. There are no punts in overtime.

12 · Smart play-calling (AI)

  • Behind: pass and play-action bias. Ahead late: bleed the clock on the ground.
  • Short yardage: run it. Long yardage: air it out; defense blitzes and doubles the X.
  • Fourth down: kick in range, go for short yardage beyond midfield, punt otherwise, and stay aggressive when trailing late.
  • PAT math: kicks the extra point, goes for two when the margin demands it.
  • Weather events: both sides shift to the run and to zone.