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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 HelpWR explosive +10
  • Perfect TimingQB Boost +4
  • Slot MismatchTE success +6
  • Spread FormationCover Die −4
  • Tempo Surgereroll WR once
  • Back-Shoulder MagicWR failure becomes 8
  • MiscommunicationWR success −6
  • Edge PressureQB Sack −10
  • Crowd NoiseQB Accurate removed
  • Dry Trackpassing +3
  • Wind GustWR explosive −8
  • HumidityTE explosive −6

Ground-and-Pound

Downhill running, clock control and grind.

  • Push the PileRB success +4
  • Double TightTE failure becomes 10
  • Fullback LeadRB explosive +6
  • Clock ControlCover Die neutralised once
  • Inside LeverageRB failure becomes 3
  • Wear Them DownRB reroll once
  • Stuffed GapRB success −4
  • Holding Call−10 yards
  • Slow ExchangeRB explosive removed
  • Cold WeatherRB +3
  • Wet GrassWR success −5
  • Mud TrackTE explosive −10

Chaos Defense

Blitzes, takeaways and blown assignments.

  • Safety BlitzCover Die gains explosive face
  • Ball Hawk ModeWR turnover +1 face
  • QB SpyQB Boost negated
  • Disguised CoverageWR explosive −10
  • Pressure CookerQB Sack −10
  • Strip AttemptRB turnover +1 face
  • Over-PursuitRB success +6
  • Blown AssignmentWR success +10
  • Late RotationTE explosive +8
  • Fogpassing −4
  • Hard TurfRB explosive +4
  • Crowd RoarCover Die neutral removed

Special Teams

Kicks, returns and the hidden yardage game.

  • Perfect SnapFG +10% success
  • Bad HoldFG −15% success
  • Wind ShiftFG distance −5 yards
  • Ice-Cold KickerFG auto inside 40
  • Block AttemptCover Die explosive becomes FG block
  • Return Threatkickoff return +20 yards
  • Mishit Kickkickoff −10 yards
  • Sideline Bouncepunt +10 yards
  • Coffin Cornerpunt pins at 10
  • Shanked Puntpunt −15 yards
  • Onside Surprise50% chance possession retained
  • Special Teams Penalty−10 yards

QB Psychology

Confidence, poise and the quarterback's head.

  • Locked InQB reroll once
  • HesitationQB Accurate removed
  • OverconfidenceQB explosive +6
  • Panic StepQB Sack −12
  • Calm PocketCover Die −6
  • Forced ThrowWR turnover +1 face
  • Read ProgressionTE success +4
  • MisreadWR success −8
  • Shoulder TightnessQB Boost −4
  • Veteran PoiseQB Bad Throw becomes −4
  • Rookie MistakeQB turnover +1 face
  • Film StudyQB Accurate +1 face

RB Momentum

Vision, burst and ball security.

  • Burst StepRB explosive +8
  • Heavy LegsRB success −3
  • Perfect CutRB success +6
  • Stuffed EarlyRB failure becomes −2
  • Second WindRB reroll once
  • Ball SecurityRB turnover −1 face
  • OverstrideRB explosive −6
  • Inside VisionRB success +4
  • Outside BounceRB explosive +10
  • MisstepRB failure −4
  • RB Screen Boostscreen plays +10 yards
  • RB ConfidenceRB success +3

Receiver Dynamics

Route craft, hands and contested catches.

  • Toe-Tap MagicWR success +8
  • Route BreakWR explosive +12
  • Jammed at LineWR success −6
  • Double MoveWR reroll once
  • Soft HandsWR failure becomes 6
  • Hard HitWR turnover +1 face
  • Sideline AwarenessWR explosive +6
  • MisrouteWR success −10
  • Deep ChemistryWR explosive +15
  • Short GainWR explosive becomes 12
  • WR Screen BoostWR success +5
  • WR ConfidenceWR success +3

Defensive Front

Gap integrity, pass rush and trench war.

  • Gap ControlRB success −4
  • Edge SetRB explosive −8
  • Interior PushQB Sack −10
  • Stunt PackageCover Die +1 success face
  • Contain FailureQB Boost +6
  • Run BlitzRB failure −4
  • DL FatigueCover Die −1 success face
  • Bull RushQB Sack −14
  • Shed BlockRB success −3
  • OverrunRB explosive +8
  • Pocket CollapseQB Bad Throw −8
  • Defensive DisciplineWR explosive −6

Coverage Shells

Zone, man and the chess match downfield.

  • Cloud CoverageWR explosive −10
  • Tampa DropTE success −6
  • Match CoverageWR success −4
  • Late RotationWR explosive +6
  • Soft ZoneWR success +8
  • Hard ZoneTE explosive −8
  • Man SwitchWR explosive −4
  • Bracket CoverageWR explosive −12
  • Zone FloodTE success +6
  • MiscommunicationWR success +10
  • Deep CushionWR explosive +8
  • Press CoverageWR failure becomes −2

Weather & Chaos

The elements decide as much as the players.

  • Heavy Rainpassing −8
  • BlizzardRB +6, WR −10
  • Heat Wavestamina −5 yards on 4th play
  • Gusty WindFG −20%
  • Fog BankWR explosive −12
  • Perfect Weather+5 yards to all successes
  • Lightning Delaypossession ends immediately
  • Muddy FieldRB explosive −10
  • Dry TurfWR explosive +10
  • Cold SnapQB Bad Throw +2 faces
  • Sun GlareWR failure +1 face
  • Slippery Ballturnover +1 face for all dice

8 · Offense play deck (20)

  • WR RouteRoll WR + QB against the Cover Die.
  • TE RouteRoll TE + QB. Reliable chain-mover.
  • RB RunRoll RB. No QB risk, no QB upside.
  • Play ActionRoll WR + TE + QB. Best receiver result counts.
  • Screen PassRoll RB + QB. +3 yards, blunts pressure.
  • Trick PlayRoll WR + RB + QB. Explosive +5, doubled turnover risk.
  • QB SneakRoll QB only. +4 yards floor.
  • Draw PlayRoll RB. +2 yards, beats the blitz.
  • Slot AttackRoll TE + WR + QB. Hunts the mismatch.
  • Deep ShotRoll 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.
  • FloodThree levels to one side. +1 yard.
  • SmashCorner-flat combo. Explosive +4.
  • Levels+2 yards, high-low the linebacker.
  • Bootleg+4 yards, QB Sack halved.
  • Jet SweepRoll WR as a runner. Speed to the edge.
  • End AroundRoll WR + RB. Best result counts.
  • Checkdown+5 yards, turnover face ignored.

9 · Defense cover deck (20)

  • Man CoverageWR −4.
  • Zone CoverageTE −4, run support.
  • BlitzCover Die gains an extra Success face.
  • Double WRWR explosive −12.
  • Spy QBQB Boost negated.
  • Run StuffRB success −4.
  • Tampa 2Deep middle capped.
  • Cover 3Balanced shell.
  • Cover 6Quarter-quarter-half.
  • MatchPattern-match the routes.
  • BracketWR explosive −12, run exposed.
  • CloudCorner over the top.
  • Hard FlatScreens and flats squeezed.
  • Soft ZoneGives up the short stuff.
  • PressJam at the line, explosive risk.
  • Off-ManCushion, no big plays behind.
  • Fire ZoneFive rush, three deep.
  • Nickel BlitzSlot pressure.
  • Dime ShellSix defensive backs.
  • PreventNo 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 QBReroll the QB Die once per half.
  • Speed WRWR explosive +12.
  • Power RBRB success +6.
  • Reliable TETE failure becomes 10.
  • Shutdown CornerOpposing WR explosive −8.
  • Blitz MonstersCover Die +1 Success face, QB Boost −2.
  • Run WallOpposing RB failure −3.
  • Clutch KickerField goals are automatic inside 45 yards.
  • Sure HandsWR turnover face removed on 1st down.
  • Iron LineQB Sack −6 becomes −2.
  • Ball HawksCover Die turnover chance up one face weight.
  • Gap DisciplineOpposing RB explosive −8.
  • TempoOnce per possession, ignore the defense's Event Card.
  • Deep ShellOpposing explosive faces −6 on 4th down.
  • MuddersWeather events never reduce RB yardage.
  • Return ThreatDrives start on the 30 instead of the 25.

Glasgow Giants

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 Ravens

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 Bears

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 Wolves

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 Lions

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 Raiders

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 Panthers

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 Tigers

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 Vikings

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 Jaguars

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 Broncos

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.