Modified Electric Football rules based on math models (the yellow passer/kicker piece is replaced with dice)
--------------------------
Kickoff:
Team kicking off: All 11 players on own 35 yd line.
Receiving team: 5 players on own 40, 5 players on own 25 and the runback player on zero yd line. You can run it from the zero or take a touch back (start on 20).
Click and go until the runner turns, goes out, gets touched or scores. Roll the fumble/ recovery dice after the run.
--------------------------
Onside kick:
Roll a 10 or an 11 and the onside kick is good (you get the ball on your own 48).
--------------------------
Penalties:
Both teams roll the penalty dice before each offensive play. If a team rolls a 4, that team gets a penalty (if both teams roll a 4, the penalties offset). Penalties are worth 8 yards.
--------------------------
Offensive plays from scrimmage:
1) The offense sets up all eleven of their players first (5 on the line, 1 qb, 0-2 rb, 0-2 te, 0-5 wr). All players must be ≥ 2 yards behind the scrimmage line.
2) The defense sets up all eleven of their players next (4 on the line, the other 7 anywhere else). All players must be ≥ 2 yards behind the scrimmage line.
3) The offense decides to run or pass.
Run: Choose the qb or a rb and click (until the ball carrier turns, stalls, goes out, gets touched or scores).
Roll the fumble dice following the run.
Pass: Click and go for 4 seconds (stop sooner if the qb is tackled (sack) or a defensive player goes 10 yds past the scrimmage line (blitz)).
Pick an eligible wr, te or rb (if the receiver is touching the sideline or a defensive player, the receiver is covered and not eligible.
Roll pass dice
complete 7 8 9 10 11
incomplete 2 3 4 5 6
interception 12 (nearest player, then follow completion rule)
If complete, each team can turn up to 3 players (without disturbing other players). click for the run after the catch.
roll the fumble dice following the run after the catch.
-----------------------------
Punt (no blocks, return run already factored in):
Roll the dice to see how many net yards the punt is worth.
20 yds 2 6
25 3 5
30 4 10
35 7
40 8 12
45 9 11
-----------------------------
Field goal (add an additional 15 yards to the scrimmage line first):
Yards away: The fg is good with the following rolls:
0-19 3 4 5 6 7 8 9 10 11 12
20-29 2 4 5 6 7 8 9 10 11 12
30-39 2 5 6 7 8 9 10 11 12
40-49 3 7 8 9 10 11 12
50 5 8 9 10 11 12
-----------------------------
Extra point (the following rolls are good):
3 4 5 6 7 8 9 10 11 12
-----------------------------
Fumble (roll the dice after a running play):
A roll of 2 is a fumble.
Fumble recovery (after a fumble, roll the recovery dice):
offense recovers if: 5 8 9 10 11 12
defense recovers if: 2 3 4 6 7
--------------------------------