Second Season Express

Frequently Asked Questions

Universal Rule for Board Games - Players Decide Ambiguity: If players ever arrive at a situation not covered in the rulebook, and the rules offer no definitive answer, then players should feel free to decide what happens.

General

Q: Is each result a single play from scrimmage - maybe the key play from that segment? Or is each result a sum-total of multiple plays run during that segment?

A: Action in Second Season Express is abstract - based on the offensive and defensive strategies used during that minute of play. What that means is that the result of the minute segment may have been one play, or several.


Q: What stats can I keep with Second Season Express?

A: You will be able to track total scoring including running touchdowns, passing touchdowns, extra points, field goals, and special teams/defensive returns for touchdowns. You will also be able to track turnovers including interceptions and fumbles.


Q: Can I use the Second Season “Dice on Cards” Fast Action Deck with Second Season Express?

A1: As a replacement for dice, the deck works fine. We recommend shuffling the deck at the end of each quarter.

A2: As a replacement for calling the offense and defense plays, the deck is not optimal. We recommend calling the OFFENSE plays yourself or one of the of the methods listed in this FAQ. If you use the deck to call OFFENSE plays, you must ensure that you are only using the NORMAL setting - no matter the score or where you are on the field. If you use the deck to call DEFENSE plays, you must ensure that you are only using the NORMAL setting, unless in a “goal line” situation (1 zone from scoring a TD) in which case you should NOT use the FAC deck but instead roll against the goal line defense setting as printed on the game board.


Q: The game only includes an automated solitaire chart for defense. What about offensive calls?

A: In solo mode, the game was designed assuming the gamer would call the offensive sequences. If you want to automate the offense, then a simple d6 roll will work where 1-3 is a run and 4-6 is a pass. You can then modify these ranges based on the specific team tendencies and/or the game situation (time remaining, score, field position, etc.). PLAAY gamer Derek Jones created a chart that breaks out these situational modifiers in a solitaire play calling chart that you can download from the PLAAY Facebook Community page or the PLAAY Delphi Forum.


Q: Is there a list of official “Rules to Remember” when playing the game?

A: This is a list of rules compiled from the instructions (including optional rules) and from discussions with Keith that will result in the most believable results.

    • Player Usage: See the Q/A below for Player Usage Guidelines

    • Special Symbols:

      • See the FAQ below for implementing [!] and [?] symbols

      • Disregard bullets and triangles (that may extend the drive) when the sequence starts in zone 1 (going in)

    • Special Results: SACKs only result in a loss of a zone if it occurs in enemy territory

    • Timing: Extra Points do not consume time; ALL other results do

    • 2-min Timing: If it makes sense that at least one team would be trying to conserve the clock in the final 2 minutes, you should run two sequences in each of the last two minutes of the half and game.

    • Touchbacks on Kick Offs: In modern seasons where the ball is placed at the 25-yard line, begin the drive in Zone 3. For seasons where the ball is placed at the 20-yard line, begin in Zone 2.

    • Play Calling - DEFENSE:

      • Do not force a “pass prevent” defense (by always calling the PASS defense) when a team is trying to catch up as this can lead to a poor distribution of results. Always use the defense settings printed on the game board when playing solitaire.

      • If the same OFFENSE sequence is called three times in a row, the defense is automatically correct if it is called a fourth time. (Run vs. Run, Pass vs. Pass)

      • If the team in the lead is on defense, they can change a BLITZ defense roll to SAFE in last two minutes of a game.

      • A “Red Zone” strategy can be employed by the defense if it doesn’t make sense for the defense to call the SAFE defense in the 4th quarter of a close game when the offense has crossed mid-field. In these cases, roll on the “goal line defense” setting for the DEFENSE call.

      • The goal line defense setting on the game board should be used in all plays from zone 1 (going in)


Q: The instructions don't explain when a team's possession ends. Can you explain this?

A: The offensive team retains possession so long as they are 1) moving the ball, or 2) get a circle or triangle result that keeps the drive alive. If they fail to move the ball and there is no such symbol, it is now 4th down. Also note that you can't stack the symbols in two consecutive rolls. Meaning, if a circle or triangle extends a drive, and the very next play also results in a circle or triangle it is ignored - it is now 4th down. Finally, circles and triangles are ignored when the play originates in the defense's zone 1.


Q: Should variable player ratings be used as when playing the full game?

A: Yes.


Q: Do DEFENSE quality checks refer to all players on the team sheet, or just the starters?

A: All DEFENSE quality checks are referring to the starting (bold) players; observe [run] or [pass] package players as appropriate. Of course, if the game is part of a campaign and there are players unavailable due to injury, substitute as appropriate. NOTE: This same principle applies to OFFENSE quality checks.


Q: Which players are considered “in the off. backfield”?

A: Players in the QB/SB/FB boxes are considered to be in the off. backfield - with some exceptions depending on if the play call is RUN or PASS:

    • In older seasons, when the EB box has a third RB/FL, they would count as well in RUN situations, but be excluded in PASS situations.

    • In modern seasons, when the FB box is a TE, they would count as well in RUN situations, but be excluded in PASS situations.


Q: What players are considered defensive backs?

A: Players A, B, C, and D. (Cornerbacks and Safeties - do not include the linebackers.)


Q: What players are considered defensive linemen?

A: Players H, I, J, and K. (Defensive Tackles and Ends - do not include the linebackers.)


Q: For the “Any runner rated **?” or “Any receiver rated **?” checks, can the same player activate this result during a game.

A: Yes, there is no limit to the number of times a player can activate this result. These are exceptional players.


Q: For the “Any receiver rated **?” checks, if a running back has a ** rating for receiving, can they be used for this check?

A: Yes


Q: On 4th down, the result is "OFF Penalty kills drive". Does the offense get to run another play?

A: No. The drive is over (turnover on downs) if you receive this result on 4th down. The narrative could take many forms - such as the offense getting a second chance, or the defense declining the penalty - but the result is STILL a failure to keep the drive alive.


Q: The last minute of the game was a “DEFENSE Penalty Sustains Drive”. Is the game over?

A: No, roll for one more result. If the ball is one zone from the opponent's end-zone, ignore the “+1 zone” result, as a team can't score a TD on a penalty.


Q: On kickoffs that are touchbacks, do you still mark off a minute of time?

A: Yes


Q: On a Punt BLK result, is the ball turned over in the same zone?

A: Yes


Q: Can you explain how coffin corner punts work?

A: If the punt result of 4-zones (results 4 & 5 on the punt chart) would cause a touchback, you may change the result to 2-zones instead. This is a benefit when choosing to punt from zone 3 instead of attempting a FG.


Q: After a touchback, in which zone is the ball placed?

A: On punts, all seasons, zone 2 (representing the 20-yard line). On kickoffs, for modern seasons where the ball is placed at the 25-yard line, zone 3. For the other seasons, zone 2.


Q: Can you explain how the "victory formation" optional rule works? How much time is taken off the clock?

A: It's a quick way to end a game in the final two minutes when the outcome is no longer in doubt. You just announce that you're taking a knee and the game is over. The timing itself is not critical, as you'd only take a knee if the game were already decided.


Q: When a BLITZ defense is called, are the defenders with the [pass] designation on the field for defense quality checks?

A: ONLY if the defense coach indicated that the defense was in pass coverage before the roll. If playing solo, you may choose to roll the decider die in this situation.


Q: How am I supposed to read the SACK, FUMBLE(RET?) result?

A: This is actually called out specifically on the rule sheet, under the section OPTIONAL rules...

"On a dice roll 23, PASS vs. BLITZ, the defense gets a chance to return the strip sack fumble: odd/even=return/no return. If returned, re-roll the die and advance that many zones, 6=TD"


Q: How do I resolve the FUMBLE (RETURNABLE?) result?

A: The same as the example above. The defense gets a chance to return the fumble: odd/even=return/no return. If returned, re-roll the die and advance that many zones, 6=TD.


Q: On a PASS vs. PASS result of 56, the YES? result is “complete R”. How am I supposed to play this?

A: This is a typo, play as “CMP”


Q: I got a CMP result with the bomber icon, and my QB has this quality. What do I do?

A: Instead of rolling on the CMP column, you roll on the XP column.


Q: I got a result that included the video replay icon, is there a special EXPRESS rule for these results?

A: No, you would refer to the Second Season Game Book to resolve the Video Review. Alternatively, you can employ a shortcut and roll a d6. On a result of 1 through 5, no change to the original result, but on a ‘6’:

    • V1: the runner was down by contact, NO FUMBLE! (but end of drive)

    • V2: the runner was not down by contact, FUMBLE!

    • V3: the pass is rules complete. (incomplete becomes CMP)

    • V4: the play is overturned. (CMP becomes incomplete)


Q: How do I resolve “no gain [?]” results?

A: If the ball carrier has the [?] attribute, they FUMBLE. Otherwise, it’s no gain.


Q: How do I resolve “CMP [?]” results?

A: If the receiver has the [?] attribute, the pass is incomplete.


Q: How do I resolve “SACK [!]” result?

A: If the QB has the [!] attribute, they avoid the sack and it’s an incomplete pass.


Q: How do I resolve “SACK [!] [bullet]” results?

A: If the QB has the [!] attribute, they avoid the sack and it’s an incomplete pass (with a bullet)


Q: How do I resolve “FUMBLE [!]” results?

A: If the ball carrier has the [!] attribute, they do not fumble and change result to GAIN.


Q: How do I resolve “wrestled down [?] [bullet]” results?

A: If the ball carrier has the [?] attribute, they FUMBLE. Otherwise, it’s no gain (with a bullet).


Q: How do I resolve “no gain [?] [triangle]” results?

A: If the ball carrier has the [?] attribute, they FUMBLE. Otherwise, it’s no gain (with a triangle).


Q: How do I resolve “incomplete [!]” results?

A: If the receiver has the [!] attribute, they make the catch, use the CMP result.


Q: How do I determine the runner or receiver involved in a play?

A: During a game, you may be asked to check the runner for their grade OR a play result may require you to check to see if the player (QB, Rusher or Receiver) has a [!] or [?] rating. In these cases, you need to identify the runner and there are two possible methods as described below:


Player Usage (Automated)

This method can only be used when using team sheets that include “Finder” ranges for the rushers and receivers.

Rushers:

When asked to check runner quality, roll a d20 and a decider die. The decider die will determine Inside (blank) or Outside (dot) run, and d20 will identify the ball carrier. NOTE: If you are using the SECOND SEASON DICE ON CARDS Fast Action Deck for Play Calling, then the Inside or Outside Run will already be identified.

Receivers

When asked to check receiver quality, roll a d6 and d20. The d6 will determine the pass type (1-5: SC-SH-MED, 6: LONG) and the d20 will determine the receiver. If within 2 zones of the endzone, pass is automatically SC-SH-MED. NOTE: If you are using the SECOND SEASON DICE ON CARDS Fast Action Deck for Play Calling, then the Pass Type will already be identified.


Player Usage Guidelines (Manual)

This method can be used when Finder tables for rushers and receivers aren’t available, or when the gamer wants to take direct control of player usage. This option is recommended for gamers that want to ensure key/star plays can influence the game at key moments.

Rushers:

        • The first reference should always be the starting running back; in seasons where a two running back alignment is standard, the second reference should be the other running back.

        • After the first two checks using the rule above, it is gamers discretion to manage usage per the following guidelines:

          1. You can use ANY player once per game; if they have a * usage symbol you can use them twice per game; if they have a ** usage symbol you can use them three times per game.

          2. In the rare event all rushers are at their usage limit, then start the usage process over, reducing each runners grade per the standard Second Season rules.

Receivers:

        • Apply the same usage rules as Rushers.

Q: Are there any house rules for the game?

A: Yes, many!!! See below.

Popular House Rules

Play Calling

Identify Offensive Package: Roll a decider die when choosing the offense play sequence. If the result is a bullet, the offense has their [run] or [pass] package on the field - whichever matches their play call (run or pass). If the result is no bullet, then the normal offense is on the field.

Mobile Quarterback Audible: Mobile QB’s may change a Pass Sequence against a Pass Defense to a Run Sequence twice per game.

Gameplay

Boutique Rusher Ratings: Players with a special note that gives improved grades for their first "n" carries may use their improved grade for one sequence in the first half.

Receiver "R" Ratings: On any completion that results from a check of an offensive quality, the receiver must pass a d20 roll against his R rating in order to progress to the “XP” column. If the initial CMP roll is “XP” and the d20 is greater than the receiver’s R rating, consider it a 1 zone gain. (NOTE: If the CMP resulted from a check on the defensive team, no R-rating check is required).

Safety: If there is a SACK in Zone 1, roll a decider die. If the die comes up bullet, a safety has occurred and play resumes with a Free Kick (punt) from Zone 2.

Clock Management: If the losing team moves into scoring range (zones 1-3) in the last segment of the game, they have the possibility for one more play. Roll the decider die; if bullet then they have time for one more play. If blank, game is over.

Dramatic Ending!: The game cannot end on a kickoff when the receiving team trails by one score or less. Roll for one more segment normally - possibly a desperation play...

Desperation Play: The Second Season “End of Game Chaos” and “Hail Mary” charts can be used in these cases. The player will need to convert yards into zones.

Injuries: You can simulate injuries that occurred in a team’s previous game by using the Injury Chart from Second Season. Before each game roll a d6 for each team. They must then conduct that many injury rolls against the Injury Chart. Alternatively, you can simulate in-game injuries by rolling on the Second Season injury chart any time the play result is '55'.

Kickoffs/Kick Returns

Return Flub: Roll two dice on KICKOFF and Return micro chart. If both dice are “1” start in zone 1; if not, read as normal with black die.

Special Teams Star: Any returner with a boutique TD rating automatically scores a TD on a WOW! Column result of “5” or “TD?”.

Squib Kick: This option should only be used in the final minute of the half or game. Roll one die;

1 - Receiving team starts in own zone 3

2 to 5 - Receiving team starts in own zone 4

6 - Re-roll

1 to 5 - Receiving team starts in opponent zone 4

6 - Re-roll on normal KICKOFF and Return micro chart

Onside Kick: This option should only be used in the final few minutes of the game. For seasons prior to 2018, roll 1d6; the kicking team recovers on a roll of ‘6’. For 2018 and later seasons, roll a 1d6 & a decider die; the kicking team recovers on a roll of ‘6’ and a bullet. No matter who recovers, possession starts in Zone 4 (kicking team’s side of the 50). The onside kick does not use up a segment of time.

Field Goals & Extra Points

Possibility of Blocked Kick: If roll is “33”, roll the decider die; if result is bullet, the kick is blocked. Field Goals are recovered by the defense in same zone.

Possibility of Missed Kick with 11-66 Success Kicker: If roll is “66”, roll the decider die; if result is bullet, roll again. If the second roll is a bullet, then the kick is missed.

2-point Conversion: Play it as a 4th down from the last zone. Roll on the goal-line chart for the defense. This does not use a segment of time.

Punt/Punt Returns

Coffin Corner Specialist: Applies to punters with a COF grade of A punting from Zone 4. If the original die roll is a ‘5’, roll decider die; bullet pins the defense in Zone 1. No bullet, and the ball is placed in Zone 2.

Special Teams Star: For Punt Returners with a boutique rating for a TD return, change the “dagger” text for the OH! “2” result to “Roll again, if 1 to 3 punt returned for TD!”

Punt Block in Zone 1: Following a BLK from zone 1, roll a decider die. Bullet is a safety; blank is a TD for the defense.

Automated Play Calling Charts

For all results below, if identified player is injured, use depth chart to determine replacement. Incorporate [Run] or [Pass] package when appropriate. When not identified with a number (i.e. SB or FB), assume the starting player in that position.