After going through penalties and ref events, here are some examples of plays that either combine penalties and turnovers, or the flow may be tricky to understand/input. You may get one of these a game, or some may never see one all year. Ultimately, they are common enough that we wanted to provide walkthroughs.
These types of penalties must be DECLINED for Banjo to work properly. Admittedly, this process is counterintuitive, but we have to do it this way to prevent discrepancies
The process is very similar for both TDs, FGs, and XP/2pt. The flows described below will indicate how to enter this scenario on dead-ball and live-ball penalties
Dead Ball (after the play):
TD: Formation > Play Type & Result > Alerts + Yard line > Player attribution > Ref Event > Penalty > DECLINED > Confirm > Manually edit Kickoff yard line
FG: Formation > FG Made > Ref Event > Penalty > DECLINED > Confirm > Manually edit Kickoff yard line
PAT: XP/2Pt Attempt > Snap > XP/2Pt Made > Ref Event > Penalty > DECLINED > Confirm > Manually edit Kickoff yard line
Live Ball:
TD: Only possible on a defensive score. Utilize the dead-ball protocol listed above
FG: Not possible
PAT: XP/2Pt Attempt > Snap > Penalty Alert Toggle + XP/2Pt Made > Penalty > DECLINED > Confirm > Manually edit Kickoff yard line
If you miss the Alert or the Ref Event, do NOT try to fix it. Tell your game supervisor, and we will add it on the auditing side
There will never be a live ball penalty enforced on kickoff if the XP, 2pt, or FG is missed/failed
Enter kick with penalty alert as normal
Enter who the penalty was on and who retains possession
Possession is who will have the ball for the next play from scrimmage
Enter the resulting yard line and confirm
ALWAYS double-check your field map to make sure everything is correct after plays like this
Unlike the NFL, intentional grounding in college is recorded as a sack for a loss of yards to where the ball is released, plus a 0-yard penalty with a loss of down
Loss of Down is similar to NFL rules
Because of this, we have to enter differently than all other penalties
Every intentional grounding penalty should be entered as an incomplete pass > Ref Event on the Confirmation Screen > Penalty > Grounding
The Grounding option will take you directly to the Post-Penalty yardage scroller, where you will input the new LOS after the penalty is enforced
You and your partner should recognize the potential for a Grounding penalty when it occurs and refrain from confirming the play until a ruling has been made
Enter the formation and play type as usual
If it is a pass play, it will very likely be a QB scramble (Sack)
If it is a punt, then enter Fumble > Fumble Recovered (a Fumble Lost at the kicking team's 0 yard line would be a TD for the defense)
Once you get to the yardage scroller, hit the score alert just like you would for a TD
Move the yardage scroller to the offense's 0-yard line to trigger the Safety
This will set you up for the ensuing free kick
NOTE: If your next screen is an XP, then you scrolled to the wrong 0-yard line, and you will need to edit the play
This applies to both interceptions and fumbles
Once you click the penalty alert on the post-TOV yardage scroller, you will be prompted to pick who the penalty was on and who has possession
Possession selection refers to which team will have the ball for the next play from scrimmage
ALWAYS double-check your field map to make sure everything is correct after plays like this
Blocked kicks and fumbles by the kicking team are charted the same for our purposes
On the Punt/FG Result screen, you will select Fumble. From there, you will have three Options:
Fumble Recovered = kicking team recovers
Fumble Lost = defending /receiving team recovers
No Fumble = there was no fumble on the play (misclick). This will take you back to the result screen
If there is a safety or TD, don't forget the score toggle!
Select Punt Formation >Punt > Choose a Punt Result
This will almost always be a fair catch or a punt return
Wait to select turnover toggle on the yardage scroller after you click a result. This ensures that Banjo knows that the receiving team touched the ball and therefore is now in possession
If you select the Turnover Alert BEFORE selecting a result, you are telling Banjo that the Kicking committed the potential turnover because the possession has not changed
Fumble Lost = kicking team recovers
No Turnover = receiving team recovers
Enter the first turnover as you normally would
If there's a second turnover, hit the turnover alert on the post-Tov yardage scroller and complete that process again
NOTE: Banjo will allow you to go in an infinite loop and enter as many turnovers as needed
Once all turnovers are entered, confirm the play
These plays are extremely rare. If possible, notify your game supervisor if you experience one of these in your game