1 FOOTBALL GUIDE
Transcription
1 FOOTBALL GUIDE
Fall 2014 Volume I. No. 2 Price 9 dollars NEFORFIVE.CO O M A TABLETOP-SPORTS BLOG OFFICIAL F OOTBALL GUIDE Your Source For Everything You Need to Know About Tabletop Football Simulations E dite d by Paul Dylan Featuring: 1 scott simkus on lebron vs. jordan in strat-o-matic basketball * the apba football club's geoff giordano on the history of football sims * REPLAY THE SUPER BOWL with FREE Red Zone charts * chris palermo on paydirt! * 2014 world cup ratings for mea copa [and a FREE copy of the game!] * letters to the editor * tim plum of PT Games on the resurrection of avalon hill's title bout * what is the best baseball season to replay? a sabermetric argument * game reviews...and more!! 1 2 LINE OFF PLUNGE TACKLE 14 25 4 5 13 INT 29 15* 22 1 8 O=5 8 8* 12 O=10 PI 24 14* 23 7 4 6 7 10 6 21* 24 3 B 2 1 4 8 17 PI 27 25 2 1 26 4 12 33 8 5 5 13 22 15 23 30 Audibles -1 7 1 3 9 11 3 1 8 6 8 3 1 5 16* 26* 8* 17 11 33 33 2 5 B 5 14 5 34 34 6 2 3 4 14 8 35 35 5 3 4 3 13 4 36 36 4 6 7 2 7* 15 3 37 37 1 3 9 2 6 7* 18 24* 1* 15 7 38 38 1 3 11 12 9 13 40 3 13* 6 39 39 O=10 2 12 25 9 21 28 46 2 3 1 4 1 5 20* O=10 3 11 1 2 Team Off Def 35 Record 13-3 * Points For; 606 * Points Against 399 12 11 2 2 O=5 1 31 PI 19 TD O=5 45 O=10* 12 1 2 2 O=10 17 O=5 O=5 16* 28 Pass 13 2 1 13 14* D=5X D=5X O=10 13 14 2* 4 22 22 6* 13 15 15 1 18 13 6 19 13 4 20 13 F-11 21 21* 9 22 13 6 23 16 F-9 24 25 15 Pass 13 7 26 13 Pass 27 14 7 28 20 3 29 17 4 30 2* 16 Pass 31 23* 20 Pass 32 25 Pass 33 18 Pass 34 14 Pass 35 18 Pass 36 17 5 19 37 13 5 QB SNEAK Audibles -5 3 1 Fumble Recovered 10-25 * Lost Ball 26-39 11 12 +1.0 1 11 12 Home 14 9 45 44 2 3 33 11.1 5 O=10 38 21.2 B 9 TD 26/11 8 21 O=5 Kick Ret Punt Ret 20 O=5 3.9 25 O=10 13.8 D=15X F D=15X Int Ret D=15X INT 14 9 9.9 F+16 24 5 41.6 PI 6 F 10 11 Punt PI 0 F 1 5.3 10 4 28 37.3 F F F+27 3rd D pct F+3 F D=5 128 1 19 D=5 Pen 18 19 D=5 59.0 18 1 D=15X OFF 27 19 D=5 DEF 19 F+13 # ON DICE D=5 35 TD 54 QT 6 11-34 D=5X F B 12 Fair catch 10 35 9 SIDELINE Let ball roll D=5X F+6 8 LONG Penalty D=15 3 B 32 +1.0 39 31 32 Power 46 12 7 MEDIUM 232.5 5* 31 1 2 1 34 8* 13 3.9 44 23 14 3* 24.0 26/10 4* QT 38 2.3 4.3 11 F 9* 46.1 13.1 D=15X F-5 30 35.2 2.1 10 F 25 98 63.6 4 9 DEF OFF 10 36-39 10 4 Punt Return Muff 17 3 2 9 INT 1 INT17 QR 16 6 18 11.1 Sacks F-2 31* PI 21 41.6 13.8 21.2 Rec Ave Run Ave Fum/lost 31* TD 42 5.3 D=5X 32* 45* 37.3 Int% 48 10* 28 128 Comp% 10 D=5X D=15X OFF 8 35Die # On 9 ballcolumn* roll Fair Let catch O=10 D=5X TD 3 2.1 21 3 35 3rd D pct 3 O=10 12 7 DEF 5 O=5 4 1 3 D=5X 8 6 10 9 2 11-34 2 17 12* 3 16 17 6 6 Int% 16 4 10 3 6 1 OFF 10 19 1 # On Die 21 1* B B F 38 QT 21 Chart Designer * Darrin Hunter 19* D=5 1 INT 2 9 INT17 QT QR 5 D=15X D=5X 10 6 11 32 PI 33 53 16 3 20 2 11 1 (4) F-1 1 Comp% 1 63.6 (4) 59.0 F-1 Pen 8 3 56 1 3 31 3 19 1 B 13 E F 2 4 15 1 1 2 1 4 O=5 9 11 5 37 10 6 2 2 1 2 10 23 1 4 1 D E 7 2 4 1 3 1 F-1 2 36 30 22 1 F+16 1 30 1 F-1 3 32 4 8 1 1 2 1 5 11 F+16 2 D=5 C D 35 O=5 1 D=15X 6 SHORT 3 2 4 29 1 (0) 21 5 1 4 (0) 2 Offense B C 2 3 28 1 1 3 1 4 29 12 F-1 1 3 23 3 34 28 16 QT (11) (4) 3 (8) QT QT 3 (8) 5 INT QT14 QT 5 5 INT5 14 QT QT 5 5 5 (11) QT 52 QT 5 5 (11) 33 16 27 2 (0) 2 2 21 O=5 27 A B O=5 5 15 LINE 9 O=5 24 INT 39 LONG QT QT 1013 INT 20 6 (15) (21) 39 1 (13) INT (38) (5) QT QT (44) (6) QT (5) INT 13 20 F INT (15)11 (21) (11) 8 13 (13) (38) 13 (44) 3 (6) QT INT (16) F -1 INT 11 (28) QT (18) 3 (11) 8 2 (20) 13 10 (27) 32 10 (38) INT2 -1 (16) (28) 1 INT 8 INT QT (18)17 (39) QT INT 17 (20) QT 2 4 (11) (16) INT 2 4 10 (27)52 2 10 (38) (9) 1 INT 8 INT4 17 (39) (11) QT INT 17 QT QT52 (11) INT (16)15 INT 3 9 QT 10 4 1 QT QT (9) 4 QT QT (11) QT QT INT 15 QT TD F+1 QT INT9 17 QT TD 3 QT QT Rec4Ave Run1Ave Fum/lost Sacks QT QT 13.1 4.3 26/10 44 QT QT TD 9.9 3.9 26/11 44 F+1 QT 17 Punt TDRet Punt Int Ret INT Kick Ret O=5 2 25 4 QT 13 2 2 QT (4) 3 21 23 (4) (4) 1 34 4 (4) 3 26 (5) (5) 15 2 SCREEN SHORT MEDIUM 15 5 SCREEN 10 (1) 1 3 17 13 DRAW 20 4 DRAW 1 F-1 O=21* END RUN 1 21 2 (0) 12 D=15X 1 LINE OFF PLUNGE TACKLE 2 INT 25 4 15 21 32 Cover 43 3Short Run Run 54 15 21 Short 32 Run 43 Cover 54 2 Flats 15 21 32 Cover 43 2Nickel Flats 54 Under 15 21 32 Nickel 43 Dime Under 54 Prevent 15 21 32 Dime 43 Prevent Blitz 54 15 Fair catch column* 2 Muff 3 Blitz Penalty D=154 Fair catch 5 22* DICE 17* Cover 3 Run 2 10 11 #12 ON DICE 13 10 14 11 15 12 16 13 17 18 14 19 15 20 16 21 17 22 18 23 19 24 20 25 21 26 22 27 23 28 24 29 25 30 26 31 27 32 28 33 29 34 30 35 31 36 32 37 33 38 34 39 35 36 1 37 2 38 3 39 4 5 1 2 3 4 9 A 11 (11) 9 (4) SIDE- 5 8 19* 76 D=5 61 49* 5 55 4 D=5 3 D=15X 2 D=15X 12 6 3 END RUN 1 2 # 3ON 10 A O=10 13 # ON DICE O=5 27 FIELD GOAL 10 Special teams O=5* 2 OFF TACKLE # ON LINE DICE PLUNGE 58 29 30 39 Blk-17 37 16 Blk-18 D=15 39 Copyright 2014 © 4 33 7 F+1 39 Kickoff PUNT PUNT FUM INT. FIELD Return -6 RETURN RETURN RETURN GOAL 37 18 D=15 9 39 Blk-17 58 29 30 39 F+17 54 9 NG Blk-18 37 D=15 16 58 55* 8 58 O=5 39 4 33 7 F+1 55 71 39 37 18 D=15 9 15 O=5 33 TD 39 25 53 29 58 F+17 54 9 30 NG 39 15 53 33 TD 3 39 58 55* 8 58 O=5 15 52 38 9 4 55 71 F+1 39 25 51 7 16 F-4 15 O=5 33 TD 39 F+30 37* 32 11 25 53 29 58 39 22 58 13 37 15 53 33 TD 3 39 22 37* 14 28 15 52 38 9 39 21 40 1 33 25 51 7 16 F-4 F+25 41* D=5 28 F+30 37* 32 11 39 Blk-9 F+19 44 2 3 22 58 13 37 39 21 47 Muff 26 22 37* 14 28 68 6 26 21 40 1 33 24 47 18 24 F+25 41* D=5 28 39 6 23 35 15 22 29 39 Blk-9 F+19 44 2 3 18 44* 2 38 21 47 Muff 26 28 36* O=10 2 32 39 21 68 1 6 26 22 42 12 22 2 29 24 47 18 24 6 20 45 4 31 23 35 15 22 29 39 26 46* 39 18 44* 2 38 27 39* 11 49 28 36* O=10 2 32 39 19 50 22 38 23 22 42 12 22 2 29 18 68 19 38 39 20 45 4 31 Special 46*Teams Defense39 26 2 (0) (0) 27 39* 11 49 39 (2) (0) 19 50 22 38 23 (3) 68 19 38 18 39 1 (33) Special Teams Defense (32) 2 (0) (0) (2) (0) (3) 1 (33) 13 TB 65 TB Kickoff 62 TB 64 65 72 TB 71 62 TB TB 64 TB 72 TB 71 TB 74 TB 66 TB TB 68 TB TB 74 TB 66 TB 67 68 TB 69 TB TB 73 67 TB 70 69 TB TB 73 70 TB 56 70 TB Power TB 232.5 70 Home 56 D=5X Defense 4 10 43 2013 Seahawks 2 (1) 1 31 Copyright 2014 © 26 PUNT FUM INT. RETURN RETURN RETURN D=5X PUNT -6 14 24 Kickoff 10 LONG D=5 SCREEN SHORT MEDIUM D=15X 3 DRAW 12 6 Special teams 11 13 Kickoff Return 1 23 A # ON DICE 9 QT SIDELINE B 8 9 SIDELINE 7 8 LONG 6 10 22 Defense 1 F-7 5 7 MEDIUM 4 6 SHORT 3 5 SCREEN END RUN 4 DRAW 2 3 END RUN 1 14 Fumble Recovered 11-32 * Lost Ball 10, 33-39 2 OFF TACKLE LINE OFF DICE PLUNGE TACKLE 13 14 D=15X 2013 Seahawks 13 F-8 Record 13-3 * Points For; 417 * Points Against 231 2013 Seattle # ON 2 (29) (20) 2 4 10 1 4 3 Blk-4 3 32 10 73 31 18 +1.0 26 Home 18 6 3 7.8 7 23 37 9.8 5* 25.0 19* O=5 13 29.3 7 Kick Ret Punt Ret 6 8.3 13* TD 20 13.1 O=10 Int Ret 30 11* 43.8 INT 46 D=15X 21 46.1 PI 8 Punt 26 46.3 D=5 O=5 12 38.1 PI 7 3rd D pct O=10 4* 22* 97 11* D=5 117 6 2 Pen O=5 2 43 DEF O=10 6 OFF 8 12 15-36 7* 37-39 7 Fair catch 28* O=10 QT Let ball roll QT 5 11 13* Punt Return QT QT +1.0 QT 12 Power QT 229.0 QT QR 6 QT 41 9 20 9.8 9* Sacks 7.8 3 25/9 3 27/16 29.3 2 3.9 QT 4.1 13.1 23 QT 12.2 QT QT 2.8 O=10 2 58.2 15 DEF QT Penalty D=15 B B B 1 Punt B 12.1 46.1 B Rec Ave Run Ave Fum/lost 43.8 8.3 25.0 22 1.5 38.1 18* Int% 46.3 20 O=10 3rd D pct 42* 27 68.3 97 30 11 F+2 Pen 12 QT Comp% 117 8 B OFF DEF 3 6 10-14 5 2 # 37-39 On Die 3 B Muff Punt Return 11 21 Fair Let catch ballcolumn* roll 20 Chart Designer * Darrin Hunter 19 12.2 18 12.1 17 (3) 58.2 16 68.3 8 Rec1Ave 4 4 1 (8) (8) 3 5 30 (30) (3) F+2 3 Comp% 2 F+6 (35) 4 (30) 3 3 (35) 1 (30) 16 3 3 Int% 1 1.5 16 2.8 4 4 2 3 (13) 4 QT 2 37 (13) QT QT 2 7 QR QT 15 F E F (30) (30) 4 3 2 3 Team Off Def 4 11 29 7 (30) 3 (30) 4 4 QT 2 7 2 D E (31) 10 16 (18) QT 5 (27) QT INT 16 (31) QT 10 16 7 52 (27) QT QT INT 16 INT QT39 (16) (13) 7 QT 26 28 3 QT QT (16) INT 6 10 QT39 QT QT 28 INT 8 INT6 13 QT QT Run3Ave Fum/lost Sacks 6 10 QT 4.1 27/16 20 QT 3.9 25/9 41 INT 8 INT 13 Punt Ret Int Ret Kick Ret O=5 (23) 3 3 INT 4 3 QT (13) 3 1 2 F+2 3 F-14 27 3 1 F-1 2 F+6 34 6 C D (11) QT 3 O=10 QT 3 2 (18) (11) 1 QT 2 O=5 1 QT (36) (27) (54) QT 5 26 INT 4 (5) 3 1 (21) (16) (23) 25 F+2 3 F-14 3 2 2 (5) 10 11 #12 ON DICE 13 10 14 11 15 12 16 13 17 14 18 15 19 16 20 17 21 18 22 19 23 20 24 21 25 22 26 23 27 24 28 25 29 26 30 27 31 28 32 29 33 30 34 31 35 32 36 33 37 34 38 35 39 36 37 1 38 2 39 3 4 1 5 2 3 4 5 # ON DICE O=10 1 (3) F-1 13 3 1 (12) 27 44 44 FIELD GOAL 42 27 48 44 38 44 43 42 43 48 38 38 NG 43 42 43 48 38 33 NG 43 42 27 48 27 33 30 43 48 27 48 27 34 30 48 48 21 48 34 48 21 48 48 34 29 48 36 48 36 48 29 36 36 (29) (20) FIELD GOAL D=15X 14 B 1 (1) 2 2 1 (1) (30) 23 (36) 16 (27) QT (54) 18 46 O=15 18 Run 35 22Copyright 2014 © 75 22 18 46 81 75 Kickoff PUNT PUNT FUM INT. Return -5 RETURN RETURN RETURN 17 60 1 2 18 46 O=15 18 105 40* 8 Run 35 22 75 22 56 40* 8 18 46 81 75 24 40* 27 O=15 17 60 1 2 22 40 D=5 105 40* 8 27 O=15 TD Blk-18 56 40* 8 TD 41 TD TD 24 40* 27 O=15 10 38* 1 22 40 D=5 40 39 2 Blk-18 27 O=15 TD 10 45 TD 41 TD TD 27 O=5 5 75 10 38* 1 28 49 Muff 1 40 39 2 29 50* Muff 1 2 10 45 25 44 10 F+29 27 O=5 5 75 39 44* 4 28 49 Muff 1 1 19 37* D=15 29 50* Muff 1 2 21 37 20 10 25 44 10 F+29 20 37 1 39 44* 4 22 54 13 F+29 19 37* D=15 30 55 14 60 18 21 37 20 10 19 48 O=10 60 20 37 1 O=10 46 O=10 13 3 22 54 13 F+29 12 41 6 17 30 55 14 60 18 31 51 12 O=15 19 48 O=10 60 10 22 53 6 17 3 O=10 46 O=10 13 3 34 41* 1 12 41 6 17 21 41* F+7 1 18 31 O=15 Special 51Teams12 Defense 22 53 6 17 3 34 41* 1 3 21 41* F+7 1 18 Special Teams10 Defense 73 Blk-4 1 3 28 (21) (16) QT Copyright 2014 © PUNT FUM INT. RETURN RETURN RETURN Special teams PUNT -5 13 6 2 (9) 2 QT SIDELINE 16 QT LONG * 10-15 50 68 55 Kickoff TB 50 66 68 67 55 TB TB 63 66 59 67 TB TB 65 63 TB 59 71 TB 65 TB TB 71 TB TB TB TB 56 TB TB TB 73 56 70 TB TB 73 TB 70 TB TB 72 TB 74 TB TB Power 72 229.0 74 Home Kickoff Return 11 B C 1 7 QT 3 9 8 (12) A Kickoff 23 2 F+2 2 73 9 SIDELINE 12 1 1 2 (0) 1 (3) (9) QT 6 SCREEN SHORT MEDIUM 5 8 LONG 24 1 (1) 2 1 (0) DRAW END RUN 2 7 Defense 7 6 D=5 F+2 1 41 31 5 SCREEN SHORT MEDIUM 10 A B 4 DRAW 1 OFF (1) (1) 1 2 1 2 # ON (2) 3 LINE OFF Cover DICE F-1 TACKLE 2 4 PLUNGE 3 Run (1) (1) 15 2 21 (0) (2) 32 (0) (0) Cover F-1 2 43 (0) 3 Short Run 22 54 Run (0) 15 1 (0) (0) 21 (1) (3) Short (0) 32 Run 2 43 (3) 1 Cover 2 5 1 (3) 4 Flats (1) (3) 15 F+6 21 (3) (3) 1 32 (4) Cover 2 (3) 43 1 Flats Nickel F+6 54 2 (9) Under 1 (3) (35) 6 5 (4) 21 1 32 Nickel 2 (9) 43 4 Under Dime (35) 6 54 2 Prevent 1 2 1 5 21 4 5 43 32 2 Dime 25 43 3 Prevent 2 1 54 Blitz 4 51 15 (33) 2 Die 3 2 Fair catch column* # On 5 3 3 Muff 10-14 OFF Blitz Penalty D=154 DEF (33) 1 Fair catch 5 15-36 A 3 END RUN 2013 Broncos (1) DICE -1 Fumble Lost Ball * 10-15 Fumble Lost Ball # ON LINE DICE PLUNGE * 10-12 # ON <------------------RUSHING PLAYS----------------><-------------------------PASSING PLAYS-------------------------> Fumble Lost Ball * 10-12 Fumble Lost Ball Offense <------------------RUSHING PLAYS----------------><-------------------------PASSING PLAYS-------------------------> 2013 Denver 38 QB SNEAK 39 1 2 4 3 5 table of contents RED ZONE PAGE 2 PAGE 10 based on AVALON HILL’S PAYDIRT! CHARTS TO REPLAY INTERVIEW WITH PT GAMES’ FOUNDER: THE PAGE A Letter From Your Humble Editor 4 16 PAGE 6 5 TIM PLUM 2013 SUPER BOWL! PAGE PAGE A BRIEF HISTORY OF FOOTBALL BOARD GAMES PAGE 12 Scott Simkus reports on the BY GEOFF GIORDANO Founder, APBA Football Club showdown: PAGE 21 MEA COPA 2014 WORLD CUP RATINGS Michael Jordan vs. Lebron James PAGE PAGE 23 Introducing: 8 the PLAYER’S CLUB FOOTBALL GAMES GUIDE BEST. GAME. EVER. PAGE 14 PAGE 9 THE CONTINUING LEGACY OF BY THE NUMBERS BASEBALL: What is the best season to replay? OneForFive.com takes a (not quite) objective look. IMAGE COURTESY OF OFFICIAL MLB HISTORIAN, JOHN THORN AVALON HILL’S PAYDIRT! BEST. GAME. EVER. by Chris Palermo I searched high and low to find evidence that someone - anyone - held the copyright to that image from the 1940 Illustrated Football Annual on the right, but I was able to find no evidence that the copyright was renewed in the early 1970’s when it would have been up for renewal. oneforfive.com a tabletop sports blog print ed., volume one issue two editor's note For any performance to be called a “sophomore slump,” the first qualification is that there must have been a decent rookie performance in the first place. Issue Number One of the OneForFive.com Print Edition was decent, if-I-dosay-so-myself, and I’ve lost much sleep over the past three months agonizing over the fear that the second issue would not live up to the standard set by the first. I won’t lose any sleep tonight. This issue is good. If you didn’t get the first issue, but you did get this one, my guess is that the subject matter of this issue (football) was more appealing to you than the subject matter of the first issue (“football”). I hope that you find this issue interesting and thought-provoking. There is a lot in here for football fans to enjoy: Geoff Giordano of The APBA Football Club wrote a great piece on the History of Tabletop Football Games. I’ve ranked the top 15 most popular football games that are being played today, while providing analysis and justification for my ranking of the top 5. Editor and Publisher: Business Director: Paul Dylan Melissa Dylan Circulation: Advertising/Sales: Paul Dylan Paul Dylan Art/Graphic Design/Layout: Paul Dylan Director of “I think you can do better than that, Daddy”: Ruby Dylan Dr. Princess of Lalaloopsyland: Eva Dylan Champion Tennis Ball Chaser: Elsa the Dog President of Puking on my shoes and then howling for more cat food as if he hasn’t been fed all summer: Catcher Dylan Chief of Purrpurrpurr, what? Happy the Cat Oneforfive.com Print Edition is a Quarterly Magazine, currently published on the first of July, October, January, and April of each year. Subscriptions: $32 for 4 issues Single Issue Cover Price:$9 Advertising: Ad rates are available on request. Editorial Content: Please submit all articles, queries, Letters to the Editor, artwork, or any thing else you might want to see published in OneForFive Print Ed., to paul@oneforfive.com and clearly indicate your intentions in the subject of your email. Any email you’d like returned must include a self-addressed, stamped envelope. TWITTER: FACEBOOK: EMAIL: page 4 @heyblue facebook.com/oneforfive paul@oneforfive.com In addition, lifelong tabletop-football fanatic Chris Palermo discusses Avalon Hill’s Paydirt - an out-of-print football game being kept alive by fans such as Chris Hunter, who releases his charts under the brand “Red Zone.” When you receive this issue, you should get a link to a Google Docs folder that will have all you need in order to play Red Zone/ Paydirt yourself. You can start things off by replaying the most recent Super Bowl between the Seattle Seahawks and Denver Broncos. Also in this issue, you’ll find an interview with the ambitious and outspoken Tim Plum, head of PT Games and the man behind the newest incarnation of Statis Pro Football, now known as Football Bones. If you love those old Avalon Hill games like Statis Pro and Paydirt, you probably remember the classic boxing game, Title Bout, too. In his interview, Tim shares some insight into his role and how he brought the original designer of Title Bout (Jim Trunzo) in to work on the resurrection of the game. Geez! There’s so much more to talk about! It was really a pleasure to come up with three guys to honor in The Player’s Club. Congratulations to Steve Heller, Frank Albidone, and Greg Barath. I hope that I can enlist the help of you, dear reader, to point me towards others who are worthy of admission to said club. If he hadn’t already contributed to the magazine this quarter, Scott Simkus would have been a shoo-in to get his laminated Player’s Club pass this time around. Scott is the man, the myth, the legend whose independently researched database of Negro League Baseball statistics formed the foundation that famously statistically-accurate Strat-O-Matic Baseball used to create a 108 card Negro League Heroes set just a few years ago. I’ve written a lot on my site about the quick-play World Cup soccer game, Mea Copa. Mea Copa was Anthony Apostolico’s game, his ratings, everything. Give AA a HUGE thank you from all fans of World Cup soccer next time you see him, because in the downloads folder that came along with this Fall 2014 issue, there are PDF scans of the ENTIRE game. FULL DISCLOSURE: Anthony didn’t do the ratings for the 2014 World Cup, and he doesn’t know anything whatsoever about the abridged version of Mea Copa that appears in the pages of this magazine. Those were all my work, which I felt qualified and capable of, since it’s likely that there are very few people on Earth - Anthony included who have played as many games of Mea Copa as I have. The abridged version of Mea Copa was a necessity, because I wanted to be able to have a version of the game contained entirely within these pages. That way, if you pick up the magazine at the dentist’s office or something, you’ll be able to play Mea Copa even if you don’t have the link or url to the Google Docs folder. Ok, who am I forgetting to thank? Again: Glenn Guzzo, John Herson, Tim Plum, PETE MANZOLILLO - whose scrabble boards at CUSTOMSCRABBLEBOARDS.COM are works of art, and STEVE ANDERSEN - who, coincidentally is releasing a beautiful full-color book (I have a copy already!) all about the history of Tabletop Football games. Is that serendipity or what? Oh, and of course I can’t forget Jeff Polman and the Freaks in the ‘73 Freaks Strat-O-Matic League! Thanks for letting us dissect your scorecard, Jeff. And thank you to my lovely wife and beautiful girls, who totally get me, and that’s amazing. - Paul Dylan October 1, 2014 Reader feedback is vital to the success of OneForFive.com Print Edition. A primary goal of this publication is to reflect the state of the hobby today, which can’t be done without the voices of those who are keeping this hobby alive - that’s you! If you want to be recognized with your name in print, send an email to paul@oneforfive.com with the subject “Mailbag.” NOT JUST THE STATS Hello Paul, Nice job on the One for Five Newsletter. I love to read back issues of the SOM Review and StratFan as well as the APBA Journal. I like to read about replays, not just the stats, but how the replay was conducted and long it took. I also like to read interviews with people in the hobby as you have done with John Hershon on APBA Soccer. MAILBAG LOOKING FOR A TOP NOTCH TENNIS GAME Hi Paul, I read the magazine [vol 1, no. 1] this afternoon and would like to compliment you on a job well done. I especially enjoyed the interview with John Herson, along with the info on page 9. I’ve always been a huge fan of Second Season football so it was no surprise to see it being so popular with others. I also enjoyed the soccer game reviews. One question: In the interview with Herson he mentions that the Trunzos wanted him to consider a tennis game, but he wasn’t interested. Do you have any follow up information on this (potential) tennis game, or perhaps know how/where I could get in touch with Trunzos to inquire more about it? I have LONGED for a top-notch quality tennis game for ages so that specific part of the interview really caught my eye. -- Tom Nahigian, California -- Kevin Burghardt, Wisconsin Hi Tom - Thank you so much for this email! I think your perspective is very relevant since your email probably speaks for most of the guys who read oneforfive.com, Hi Kevin - Thank you for all the kind words. In regard to a tennis game by the Trunzos, I’m afraid I don’t have any information for you. Hearing that one exists is certainly intriguing though, considering Jim Trunzo was the game designer of Avalon Hill’s popular Sports Illustrated Pro Tennis, published in 1983. Future issues of the magazine will definitely have more stories about readers’ replays. Notice that I said “stories about” instead of saying “results of” because I firmly believe that the most fulfilling aspect of this hobby is not compiling results, it’s committing oneself to the journey to get those results. When all is said and done, I always remember the journey, but rarely remember the destination of each player and team in each season I replay. Trunzo can be found on Delphi Forums with the username “Jim Trunzo” or, he’s also on LinkedIn (just search for Jim Trunzo). Considering the recent collaboration with PT Games, you might be able to reach Jim through that game company, too. -- Paul In this issue, you’ll find a new page called “The Player’s Club.” The Player’s Club is new feature that will be in future issues, too. In it we’ll highlight people in the hobby who are doing extraordinary things, like posting excellent threads and replay recaps on various forums, or curating interesting blogs on the subject of tabletop-sports. -- Thanks for being along for the ride, Paul JUST NOT FOR ME Paul, without doubt you are to be praised for a job well done. There is much care shown in your first release and extremely high quality. However, it is simply not for me. I play mostly baseball and some football on the tabletop. Having tried the computer versions for both, found they simply were not satisfying. Unlike many in this hobby I do not have a closet full of various games. APBA, Replay and Second Season fill my needs completely. Sure I look at the new games that come out but in most cases find some issues that turn me off. The games mentioned flow well and without extended playing times. ONEFORFIVE.COM: FULFILLING CHILDHOOD DREAMS SINCE 2014! When I was a kid, I always wanted to get the APBA Journal but didn’t have he money... because I was a kid. This is fulfilling that childhood void! Let me wish you the very best at your venture. Thank you, Thanks! -- Jerry Hines, Louisiana -- Lenny LaFrance, California Thank you for the thoughtful and kind response, Jerry. Issue Number Two focuses primarily on football games, with a piece written by Geoff Giordano of the blog The APBA Football Club that you may find especially interesting. Future issues will have lots of baseball coverage, since baseball games are by far the most popular tabletop-sports simulations - and they’re what I play the most, too! -- Paul page 5 Can’t Beat the Heat? by Scott Simkus Lebron rubbed his hands together, clapped, stretched his long, muscular arms toward the rafters. By the time his trademark plume of chalk dust settled on the scorers’ table, King James was already halfway home to Cleveland. The Heatles were no more. Three amigos, the greatest basketball team ever assembled by three gargantuan egos, was already in the rearview mirror, a footnote to basketball history. That’s how quickly it all goes. Point. Click. Delete: ‘Bron’s build-your-own-dynasty, dismantled. As a long-time Chicago Bulls fan, this was bitter sweet to me, the pre-fabricated juggernaut vaporized. Miami had been a helluva good story. Polarizing. Good or bad, right or wrong, the Heat made us pay attention. They got us talking about off the court stuff at the beginning, about what it meant that three of the game’s biggest stars could manipulate the system, loading up as if the NBA were an open gym at the local junior high, but it was the on the court stuff which kept my attention. As much as I enjoy watching the games-- especially the play-offs-- I’m equally addicted to the mental gymnastics of cross-era debate. With the internet comments sections and sports radio, arguing the relative merits of teams from different eras has become a bigger pastime than the sports themselves. Is Lebron better than Michael? Could the Heat beat the 1990s Bulls in a seven game series? Depending on where you live and what team you follow (and how old you are), you probably have your own version of sports conversation nitroglycerin. Might be Bird versus Magic. Or Wilt versus Russell. If you’re a modern baseball fan, there was briefly a Trout-versus-Harper debate, which quickly fizzled when Bryce started running into walls. I’ll be honest with you, here in Chicago there’d been a lot of hand-wringing over the Jordan-era Bulls legacy. Lebron had us nervous. After all, if the Heat rattled off four or five championships in a row, there would have been more than a few Chicagoans facing an existential crises. We haven’t had a lot of winners here, we’re certainly as provincial a sports city as any in the country, and the Bulls’ six rings in eight seasons is an important ingredient of our identity. Knocking the Bulls off their imaginary mantel as the reigning all-time basketball dynasty would be like taking HGH away from a 1998 Mark McGwire. It would suck the power out of us. We can argue until we are blue in the face, but those of us who enjoy tabletop sports have an outlet other sports fans miss: we can actually put two teams from different eras on the same court (or field) and play our way toward some answers. HARDWOOD CLASSICS I can’t claim to be the expert on basketball games, but these are my favorite - Paul Dylan 1. REPLAY BASKETBALL - Many gamers will tell you that the modern FAC-only (no-dice) version of Replay Basketball better replicates the sport’s pace and energy than any other game does. The components, including a thoughtfully designed tri-fold game board, are beautiful and pro-quality too. With statistically accurate results and a high fun-factor, Replay Basketball is the gold standard for hoops games. 2. STRAT-O-MATIC BASKETBALL - As a simulation that cap- tures the strengths and weaknesses in each individual player and team and ultimately generates realistic results, Strat-O-Matic is terrific. True to the Strat-O brand, the cards are elegant and the basic game engine is solid. Some of the advanced features can page 6 Michael Jordan Roll Dice in the Kitchen! I’ve been a tabletop fan since the late 1970s and first became interested in Strat-O-Matic Basketball in 1982. My interest in it peaked around 1991, when the Bulls won their first championship and I was focusing most of my attention of flunking out of college. It’s all a haze now, but my mother must have thrown away my SOM basketball game and I drifted away from it for more than twenty years. Then finally, this winter, when it seemed the Heat were poised for a three-peat, my curiosity got the best of me. Are they better than the Bulls? I went online and tracked down the game, purchasing the 1995-96 Chicago Bulls (72-10), the game parts, and the last championship Miami Heat bunch (2012-13, 66-16). Wanted to see if the Strat-O-Matic simulation could help me sort through the mess. I’ll spare you most of the gory details, but I set up a best-ofseven series. Because the Bulls had the better overall record, they’d get home court advantage. As any basketball fan knows (especially fans of the SOM simulation), home court is a HUGE factor. Before getting to the games, I thought about the Lebron vs. Jordan debate. Who is better? From the cardboard perspective, the answer is Lebron. He shoots for a higher percentage, has better rebounding ability, and if you feed him the ball, he’s going to dominate. And this is where a sim fails us a little bit. In the basic version of SOM, Lebron doesn’t ever disappear in the fourth quarter, like he sometimes does in real life. And the leg cramps are nowhere to be found. Lebron on paper is the beast we all see when he’s at his best, unstoppable. Jordan has a great card, in all facets of the game, but his 1995-96 paper version lags a little behind Lebron of 2012-13. As for the series, well, home court advantage proved to be decisive. Despite Lebron James dominating Scottie Pippen throughout the series, the Bulls depth and varied skills (three point shooters, Dennis Rodman on the boards, vicious defense) helped them nose out the Heat in a hardfought seven games. If the Heat had the home court, it likely would have gone the other way. But if there is anhy sort of poetic justice, Jordan had his best game in the finale (45 points), while James had his worst (scoring “only” 34, with 7 turnovers). Simulations certainly have their limitations, but something about that ending passed the smell test. I finished that series with my Chicago pride intact. Scott Simkus worked as a consultant for the Strat-O-Matic Game Company, helping create their first Negro League set. He is the author of “Outsider Baseball: The Weird World of Hardball on the Fringe.” cause the rhythm of the game to stutter and slow, but when I want to really feel like I’ve got Magic Johnson feeding a no-look pass to Kareem, I don’t think there is a game that brings that to life better than Advanced Strat-O-Matic Basketball. 3. BASKETBALL BONES - Of the games on this list, Basketball Bones has the gentlest learning curve. Its best feature may be that nearly all results come from the player cards - almost zero chart lookups. The components are high-quality and the final minutes of the game have the drama you’re looking for in a basketball game. Some have criticized the game for low scores and “inaccurate” results, but I’m not convinced there is a statistical problem. Here are a few more of my favorites: 4. Regular Season Basketball; 5. Statis Pro BB; 6. Inside the Paint; 7. TMsg (computer/c&d hybrid); 8. Everyday Player (fka Oscar Robertson’s Basketball); Lebron James page 7 Introducing: If you’re the kind of tabletop-sports gamer that I am, you have probably started tons of projects over the years, yet finished only a few. the PLAYER’S CLUB Fnishing a project, to me, comes with a set of conflicting emotions. On the one hand, there is a certain sense of pride for having completed a goal that may have taken months or even years of dedication and perserverance. On the other hand, there is a feeling of loss, too. Like summer camp is over and I might never see some of my new best friends ever again. And, if I do, it just won’t be the same as it was in this special time. Because I know that these complicated emotions are awesome and powerful, and because I know that your family and friends (unless they play these games, too) probably don’t appreciate what it means to you to finish a gaming project, OneForFive.com has provided this space to recognize you and your finished project. If you have completed a project recently and you want all the tabletop-sports world to know about it, or, if you would like to nominate someone to be recognized for a particularly amazing project, please email paul@ oneforfive.com with the subject “Player’s Club.” In the meantime, here are our first three more-than-deserving honorees: HONOREES: STEVE HELLER, Fort Collins, CO FRANK ALBIDONE, Ontario, CANADA GREG BARATH, Huntsville, AL After Boston had tied the game at 2-2 with 1:21 left to play in regulation, the Habs’ Doug Jarvis put one in the net with just 27 seconds left on the clock! The just-completed 8th project lasted 13 months and Frank rolled 528 ballgames in the process. In August, Greg completed his 4th published full-season replay with APBA FOOTBALL. He replayed the 1967 season, playing a 14game schedule and playoffs for all teams in both the NFL and AFL. Including playoffs, Greg played 180 football games. Steve recently completed a terrifically fun tournament with HOCKEY BLAST, using all teams from the 1979-80 season. It took 115 games to complete the tournament, which was won by the Montreal Canadiens with a thrilling game 7 win against the Boston Bruins. Said Heller, “This has been the most fun I’ve ever had with any replay I’ve ever done. Hockey Blast is one great game and I’m so glad I found it. Thanks Keith for creating this wonderful game. And thanks to EVERYONE that read this thread and gave me such nice comments, it really helped to keep me going. Frank recently completed his 8th “Hall of Fame League” project with STRAT-O-MATIC BASEBALL. Each of Frank’s HoF Leagues has had 12 teams, each playing an 88 game schedule. After 8 seasons, Frank has played a total of 4,224 games, plus World Series games. Frank is something of a tabletop-sports legend. On top of his Strat leagues, Frank has also completed numerous World Cup replays and other tournaments with CLASSIC SOCCER, as well as a complete replay (all 76 games for all 12 teams!) of the 1969-70 NHL season with HOCKEY BLAST. His Hockey Blast project took 21 months. I’d love to do this again sometime with another season.....” If you would like to read recaps of all 8 of Frank’s Strat-O-Matic Baseball “Hall of Fame Leagues” you can do so here: You can find Steve’s replay thread here: http://forums.delphiforums.com/tabletopsports/messages/?msg=26301.1 http://forums.delphiforums.com/plaaygames/messages/?msg=5101.1 page 8 You might know him as “OGuard62,” but Greg Barath has been a fixture in the tabletop gaming scene for awhile. Greg is one of the pre-eminent experts on APBA FOOTBALL, and posts many instructional videos and articles of interest for that specific gaming community. The Raiders triumphed in the Super Bowl, over the Packers, 20-17. Green Bay missed a last-second 41 yard FG that would have tied it up and sent the game to overtime. More at: http://oguard62.com BY THE NUMBERS What is the Best Baseball Season to Replay? OBJECTIVE ANALYSIS DETERMINES 1964 TO BE THE BEST SEASON TO RECREATE ON THE TABLETOP.* *OKAY, MAYBE NOT 100% OBJECTIVE... To paraphrase a famous quote by Roger Angell, “There will never be a better baseball season than the one you saw when you were ten years old.” Despite its flaws, the fact that this top 15 list ended up with so many of the seasons that have been traditional favorites of the hobby tells me that I’m on to something here. 1964, 1967, 1978, 1934, 1927, 1908... these seasons and a few others seem to be universally acknowledged as among the best in baseball history. Consequently, these seasons enjoy great popularity among baseball simulation enthusiasts. WHY 1964? But of all the seasons throughout history, why are these ranked so highly? Are there other seasons that feature some of the same qualities, but may be overlooked (so far) by hobbyists? And, if we are able to objectively determine why certain seasons are considered the greatest, is it possible that we may be able to objectively determine which is the greatest season of them all? THE METHODOLOGY * Pennant races in both leagues, with only 5 wins separating 1st 5th in the NL, and 2 games separating 1st - 3rd in the AL. * Active Hall of Famers in their prime: Mays, Mantle, Koufax, Brooks and Frank Robinson, Killebrew, Kaline, Drysdale, Yastrzemski, Santo, Aaron, Clemente, Oliva, Billy Williams, Mathews, Mazeroski, Banks, Stargell, Pete Rose#, Ford, Marichal, Gibson, Perry, Bunning, Tiant, Roberts, Wilhelm * Classic 7 game WS featuring the Cardinals and the Yankees, immortalized in David Halberstam’s book October, 1964 * The Phamous Phillies September collapse I ranked all seasons between 1903 (the first World Series) and 1986* by four measures, in the following order of importance: 1. % of teams who finished the season < 5 games behind the leader 2. Active % of pitchers + % of hitters in the league who eventually reached the Hall of Fame 3. % of teams who finished the season <10 games behind the leader 4. How many games the World Series lasted Additionally, I gave a small bump to seasons from 1961-1987 due to the fact that these seasons are within the memory (or not far before it) for most of us. The one thing this methodology did not take into account was historic individual accomplishments or events. Some seasons, I think, are undervalued in this method. 1941, for instance, does not rank highly in this system because only 3 of the 16 teams that comprised the two leagues had any reasonable chance at a pennant that year. However, the chance to replicate Joe DiMaggio’s 56 game hitting streak and Ted Williams’ .406 batting average have made this season a favorite for many. This system couldn’t account for such great individual performances. In order to account for those significant but intangible aspects of certain seasons - here is the non-objective part - I added about 4% to the total points of certain seasons and subtracted as much from some others. 1926 came out on top at first, but after the subjective manipulations, it moved down to 4th best. It seems to me there is a flaw in any system that thinks 1926 was the best season ever. RANK YEAR TOTAL POINTS 1 1964 158.20 2 1924 154.65 3 1982 153.96 4 1926 153.65 5 1973 145.87 6 1967 144.80 7 1908 143.51 8 1952 134.50 9 1916 134.31 10 1930 134.21 11 1978 133.25 12 1950 133.22 13 1979 132.49 14 1969 130.51 15 1974 130.15 * 1986 seemed to be a good endpoint since many great players who began their career around this time - including Clemens, Bonds, Biggio, Palmeiro, Sosa - have only recently arrived on the Hall of Fame ballot and their eventual enshrinement is still up to history to decide. Determination of the best seasons to replay from 1987 to the present would require a different methodology. page 9 PT GAMES’ FOUNDER TIM PLUM INTERVIEW If there’s a busier guy than Tim Plum working in the tabletop-sports business today, I don’t know him. Plum is the founder and head of PT Games, the game company responsible for the hit baseball title Payoff Pitch released in 2013, 2012’s re-release of Avalon Hill’s Statis Pro (updated and rebranded as Football Bones), the continued evolution and support of the classic hockey title Faceoff (now known as Hockey Bones), the hoops sim Basketball Bones, and the resurrection of what some call the best boxing game ever known, Jim & Tom Trunzo’s masterpiece, Title Bout. This interview was conducted via email early in September, 2014. • 1for5: Why did you get into the game business in the first place? When did you get started thinking about publishing and distributing games? Was there a specific moment where you decided "I have to do this"? • PLUM: My friend and I started PT Games in 2001 to sell Dungeons and Dragons products under the 3.5 OGL. We branched out into Faceoff Hockey cards to support the Can-Am League. A group of guys that formed in 1972 (I believe, I will check the date). Faceoff had gone through some rough times and I saw a chance to keep the game alive, board and computer by bringing it to another friends computer sports company, Wolverine Studios. The deal we had was he distribute the computer and I distribute the player cards. After a few years selling about 10-20 sets, I decided to open PT Games Sports. The AHA! moment for me and sports board games came when I read a post on tabletopsports.com about a guy looking for testers for a basketball game idea he had. Funny thing was that the post was 4 years old and had mysteriously bumped by someone. Long story short, Basketball Bones was born. I talked it over with several people and decided to rename Faceoff to Hockey Bones and since I had been messing around with Statis Pro Football I decided to bring Football Bones to the market. • 1for5: In the case of Hockey Bones and Football Bones, you resurrected old franchises that had been out of print but still had a loyal following. What responsibility, if any, does PT Games hold in regard to the legacies of these fan favorites? Or, do you consider your titles to be something brand-new and not necessarily tied to the games they evolved from? • PLUM: I hold the legacies of both games very close to the heart. In the case of Hockey Bones, absolutely nothing is different outside the title. I used the last published rules from 2000. I redesigned the layout and corrected grammar. With Football Bones, I am a long-time player, 28 years and counting in an ongoing face to face league so I don’t want the basis of the game to change. Only to improve, modernize, update if you will. I page 10 sought out Jim Barnes and received his blessing. I’m the only person to ever do that. Football Bones plays exactly as Statis Pro did, same system. I do like to think that we can let the titles evolve. With Hockey Bones we’ve made changes under the hood, while rebuilding the card generating program we found mistakes in the math and updated to use modern stats like time on ice that were unavailable when the game and program were originally written. I have the original programmer on my team as well as professional NHL people and long-time Faceoff players so any changes we do make are genuine. Not just me tinkering. Football Bones is the same way, I updated the game to a base 10 and am using advanced stats not available when Mr. Barnes made the original game or player cards. In addition, as the NFL game has evolved Football Bones can and has evolved to stay current. • 1for5: Speaking of Football Bones, in what ways do you feel FB succeeds at simulating the sport better than other games on the market? • PLUM: I believe that FB succeeds because we use advanced metrics not available to the general public and the game play execution is very simple. All the complexities are there. Deep results with simple play. Play execution is simple, the cards are large enough to read easily, and play is very smooth. • 1for5: How does Solo Football Bones differ from the standard edition? What was the thought process behind designing and releasing a new version of FB? For someone new to FB, which version of the game do you recommend? • PLUM: When I released FB it was from the perspective of a long time face to face player. The audience for these games has grown up and away from other players, so I had people wanting to play/reminisce if you will with FB but the table space needed was an issue. While wargamers setup a game for long time play, sports gamers don’t, they want a small footprint. ADVANCED TITLE BOUT PROTOTYPE COURTESY TIM PLUM, PT GAMES So I removed the individual player cards and displays, transferring the data to 8.5” x 11” two-sided sheets. I innovated on presenting certain numbers, using ranges. Instead of rolling and looking up a yardage result, now the player rolls for a length of play, normal, short or break and then yardage. Special teams are the same way. One other change was to remove a few defensive formations and a couple offensive plays. I shrunk the charts to half as many, removing the optional or detail oriented ones. The game still flows very quickly and the player has the best of both worlds, a small footprint and a great game engine. As to my recommendation. Its really your circumstances. Do you like individual player cards? How much table space do you have? The games are so similar in execution its really up to the player. • 1for5: With Faceoff/Hockey Bones and with Statis Pro/Football Bones you went out of your way to secure the blessing and official rights from the original game designers before re-releasing the products under the PT Games label. Why was this important to you? Unlicensed fan-created sets for out-of-print games are abundant on the internet – if I’m just a guy who wants to play tabletop-sports games, why should I care if the cards I’m using were created under legal license or with consideration to copyright law? care? Well, common decency. Do you want someone blatantly stealing your ideas and creation? Most gamers have a code of decency. They want what’s best for the hobby, if that means a little note saying’ “Jim Barnes loves the game and is impressed” all the better. At least Mr. Barnes or someone else as creator made the decision to give permission. It’s a slippery slope to allow people to use material without permission. And PT Games feels strongly in not stealing or appropriating someone else’s work. • 1for5: I'm a big fan of the old Avalon Hill game, Title Bout, and it was really exciting to me to hear that not only will PT Games be re-booting the game with the new moniker "Advanced Title Bout" but that the original designer, Jim Trunzo, is involved in the project. Can you tell us how much involvement Trunzo will have? Is it fair to say that Advanced Title Bout will more accurately represent his original vision than the AH version did? • PLUM: Mr. Trunzo has complete control of the updates of the game as they pertain to game mechanics and documentation. PT Games is handling the design work. Yes, it is fair to say that ATB will more accurately reflect Jim’s original vision. • PLUM: I feel first and foremost the creator of a product, out of print or not, deserves acknowledgement if not compensation for their work. • 1for5: Can you share a few of the new features and/or mechanics of Advanced Title Bout that are an update from the original version? Now a distinction must be made between fan created sets and the original game. Card sets are a specialty item. You must have the original game to play. As long as the card creator acknowledges the need for the original game and does not build on the game, that’s okay. • PLUM: Some of the action that required a chart look up will be on the FAC card. If the ‘fan’ makes changes to the original game. Charts, tables, game mechanics, that is where I believe all attempts should be made to contact the creator and seek permission. If applicable to a fighter he will have prime and past prime ratings. To use your words of a guy that just wants to play, why should you Better and more accurate cut and knockdown system. Each set of ratings will be on a different side of the player card. [continued on page 20] page 11 FOOTBALL RANKING GAMES GUIDE 1. 2. 3. 4. 5. SECOND SEASON [Plaay.com] FOOTBALL BONES [PT Games] GRIDIRON WARS [Downey Games] APBA FOOTBALL [APBA Games] STRAT-O-MATIC FOOTBALL [Strat-O-Matic Games] 6. SIDELINE FOOTBALL [FTP Games] 7. INSIDE BLITZ [Inside Sports] 8. 4th STREET PRO FOOTBALL [4th St. Software] 9. REDZONE/BOWL BOUND/DATA DRIVEN FOOTBALL 10. MEAN GENE’S MATCHUP [Downey Games] THE SEARCH FOR THE PERFECT TABLETOP FOOTBALL GAME STARTS HERE... American Football is an incredibly complicated sport, with 22 men on the field at all times, each with his own specific role which may differ from one play to the next. To attempt to design a Card & Dice game that independently simulates all of the moving pieces on a football field at any one time is a fool’s errand. It stands to reason, then, that while designing a football game, designers need to compromise certain aspects of “realism” in the name of “playability.” In the nearly three years that I’ve been doing game reviews and creating other content for OneForFive.com, I don’t know that I’ve ever taken on a more difficult task than ranking the 15 most popular tabletop football games. There are a number of reasons for this, but the chief source of my consternation was the fact that although all of these are statistically-driven football simulations, each is designed with its own philosophy about which aspects of the sport to focus on and which aspects need to be given a more general treatment. The variance of philosophy from game to game can make it nearly impossible to call any one better than any other. So if we have an apples vs. oranges scenario, how do we decide which is “better?” Is it even possible? First, let’s see what these games all have in common with each other: * Each game is a Card & Dice (or FAC) Simulation of American Football that attempts to recreate a gridiron contest using statistical records to determine relative strength of each team * In each game, Offensive and Defensive squads interact with each other in a way such that the better offenses should score more points, and better defenses should allow fewer. * Teams are individually rated for skill at executing and defending each of Running, Passing, and Special Teams plays * Individual skill players on each team are rated so that their performance reflects their actual talent relative to the league * There is a mechanism in place within the game to simulate timing of a game. It could be triggered in any number of ways, but the game should flow with a linear timescale so that the clock ticks down in some way each time there is a new event (some games track time play-byplay, others drive-by-drive) The 5 basic elements (accurate stats, offense/defenses rated for points, offense/defense rated for pass/run, players rated for skill level, some type of timing system) have been approached from a design standpoint with great creativity; from Second Season’s if/then charts on any roll from 24-66, to Football Bones’ 99 different combinations of offense/defense matchups from scrimmage (see insert on page 14), to Diggin’ Deep Football’s chart for runs that break into the defense’s secondary. How each game approaches these elements says more about its designer’s philosophy and perspective than its quality - how elegantly it solves the problem of reflecting its philosophy is ultimately the only basis on which we can judge. That is to say, we can’t judge these games against each other, except to judge how well each game accomplishes whatever it is it specifically sets out to do. It’s like asking which is a better science fiction movie: Star Wars Episode VI: A New Hope or Star Trek: The Motion Picture. We can’t judge them on their specifics because they are very different movies, but we can say that Star Wars did a better job of being the movie it set out to be than Star Trek did. Now, if you want to debate The Empire Strikes Back vs. The Wrath of Kahn, get your own magazine. page 12 11. 12. 13. 14. 15. DIGGIN’ DEEP FOOTBALL [Diggin’ Deep Sports] GOAL! FOOTBALL [Downey Games] EVERYDAY PLAYER FOOTBALL [Everyday Games] FAST ACTION FOOTBALL [Downey Games] GAME WINNING DRIVE [Downey Games] #1 NOTE: This is by no means an exhaustive list. These are just the Top 15 games, and there are dozens more to be explored. The rankings here are wholly subjective though, and if you asked 15 different gamers to rank the best football games, you’re likely to get 15 different lists. Each game on this list has something special to offer, and every one of them is somebody’s favorite. I encourage you to try as many of them as you can to find the game that best suits you. some sample individual player cards from Football Bones SECOND SEASON Designer: Keith Avallone; Publisher: Plaay.com Availability: direct from Publisher (Pro Quality Components); Price for game + one season: $64; Players: 1-2; Game Time 1.5 - 2hrs; Dice req’d: 2d6, d20; Cards: Team Cards, but each player individually rated Description: In Issue One of this magazine, we reported on a poll of gamers where we asked, “If you were going to be alone on an alien planet with 5 games, which 5 would you take?” No other game, in any sport, was mentioned in as many responses as Second Season Football. Among C & D football gamers who fancy themselves amateur Bill Belicheks, Second Season has been derisively called a “chart flipper.” That is, some would say that it’s a game that doesn’t reward coaches for better coaching as much as it rewards coaches for better guessing. Offense picks a play, defense tries to guess it and picks a formation. You figure out which chart to use based on that matchup and then roll the dice to find out what happened. To an extent, that’s a true representation of the game. However, where that depiction of the game falls short is in its lack of acknowledgement for the nuance and creativity of Second Season’s charts. First of all, each offense vs. defense page offers hundreds of different results, based on which quarter of the game you’re in and who is on the field at the time. More importantly, game designer Keith Avallone has a gift for creating game charts that use just enough descriptive text to bring the play to life without giving so much away that the results grow stale over time. It’s not untrue to call Second Season a “chart flipper,” but it just might be the best chart flipper there ever was. #2 FOOTBALL BONES Designer: Tim Plum (based on Jim Barnes’ Statis Pro Football); Publisher: PT Games; Availability: direct from Publisher (Pro Quality Components); Price for game + one season: $57; Players: 1-2; Game Time: 2+hrs; Dice req’d: 2d10; Cards: Individual cards for every player in the league (1,950 cards for 2013-14 season) Description: Football Bones is a re-boot of Avalon Hill’s classic Statis Pro Football. Avalon Hill (AH) released some great sports games in the 1970’s and early 80’s, but the company was primarily known for its wargames catalog. As anyone familiar with that genre will tell you, unlike most tabletop sports sims which have a limited footprint and can be played in one sitting, wargames of the type Avalon HIll published were designed for the gamer who wanted to be fully immersed in the experience of managing a battle or campaign. AH’s wargames could be incredibly detailed and deep with huge footprints and long game times. Anticipating a crossover audience, Statis Pro was to football what the typical Avalon Hill game was to war. Statis Pro was, and remains, incredibly popular with a certain type of gamer. PT Games founder Tim Plum (see interview, page 10), was careful to keep the core of the Statis Pro engine intact and, in fact, sought the counsel and approval of Statis Pro’s designer, Jim Barnes before releasing Football Bones. The result is a game that offers the same gaming experience as the original AH release, but uses advanced statistics and has evolved to more accurately reflect the modern sport as it is played today. Those who want a deep strategic experience and who aren’t scared off by the heavy box and dense instruction booklet love this game. It’s the best of its kind. For a “lighter” version of the game, Solo Football Bones (with a smaller footprint, less bells & whistles) was recently released, too. <continued on next page> a sample team card from Second Season Pro Football by Plaay.com page 13 FOOTBALL GAMES GUIDE #3 Rushers RANGE 23 34 43 52 61 63 64 65 66 66 66 B (25) K (16) K (16) Y (2) L (15) M (14) X (3) A (26) K (16) A (26) W (4) Receivers RANGE RATING Justin Vincent Joseph Addai Alley Broussard Matt Mauck Shyrone Carey B. Edwards Marcus Randall Skyler Green D. Henderson Michael Clayton Blain Bech GRIDIRON WARS Designer: Jeff Downey; Publisher: Downey Games Availability: direct from Publisher (full-color, indie print quality); Price for game + one season: $29.99; Players: 1-2; Game Time: 30 mins - 1 hr ; Dice req’d: 2d6 (FAC system available, too); Cards: Michael Clayton D. Henderson Skyler Green Eric Edwards Joseph Addai David Jones Dwayne Bowe Justin Vincent Craig Davis Keith Zinger D. Robinson G. Giambelluca Shyrone Carey B. Edwards Alley Broussard Description: Jeff Downey, designer of the game says: “First of all, let me state that this is not a quick-play game. It’s a full play-by-play simulation of football that plays rapidly. Once you are familiar with the game, you’ll be able to easily complete a game in 40 minutes or less. Passers The goal in designing GridIron Wars was to create a game that played rapidly, was easy to learn, statistically accurate and most importantly, fun. I think that I’ve succeeded on all counts.” Downey is correct that he succeeds on all counts, which is why Gridiron Wars comes in at #3 on this list. GIW is an easy game to learn, a simple game to play, and offers a solitaire system that can leave you with as many or as few coaching decisions as you’d like. Matt Mauck Marcus Randall But it’s precisely because of this simplicity that Gridiron Wars shines, especially for the solitaire player. Without dozens of complicated charts and without getting bogged down by minutiae the solitaire player can relax and roll a game of football on the tabletop with about as much investment as one has when watching a game on television. This won’t appeal to all football fans, but to the type of fan that is looking for a casual, quick and fun tabletop football experience, Gridiron Wars suits the bill as well or better than any other. For a gaming experience with more options, Downey Games does offer an Advanced version of the game, which includes more offensive plays and defensive formations. However, it is in its basic form that the game stands out. The Advanced version of the game loses that engaged-spectator feel and thus is less compelling to play. RATING BREAK FUM A D C E C C E D E E E C C C C C C C C C C C BREAK FUM B B C D D C D E E E E E E E E C C C C C C C C C C C C C C C Rush D -3 D-SACK 1 Chad Lavalais Marquise Hill Marcus Spears Eric Alexander Melvin Oliver Kyle Williams Lionel Turner LaRon Landry Travis Daniels Kirston Pittman Brian West Cameron Vaughn Randall Gay Dave Peterson Corey Webster R (9) O (12) U (6) V (5) Y (2) N (13) T (7) U (6) V (5) U (6) S (8) Z (1) U (6) Z (1) Z (1) RATING INT SACK FUM I1 I1 S1 S1 C C % 90 10 26 36 44 51 55 56 62 64 66 30-39 40-49 50+ KO XP 65 65 46 46 41 36 25 33 C B 64 62 Punter Rating CC Rate FUM Q B C #4 16 25 35 43 51 54 61 64 65 66 66 66 66 66 66 Range 20-29 Punt Returns Range Interceptions 65 65 Skyler Green Shyrone Carey Travis Daniels Ronnie Prude D-INT 0 PASS % 41 Corey Webster Jack Hunt Travis Daniels Lionel Turner LaRon Landry Ronnie Prude Kyle Williams Marcus Spears Chad Lavalais 1-19 Donnie Jones Pass D -4 / -1** RUN % 59 Sacks 25 36 51 53 55 61 62 63 64 65 66 66 66 66 66 H (19) H (19) Penalty O2 D2 D-FUM -1 Kicker Ryan Gaudet Chris Jackson APBA PRO FOOTBALL Range Rating Break FUM FC 41 63 65 66 J R W Z A C E E C C C C 16 16 X X Designer: Dick Seitz; Publisher: APBA Games Availability: direct from Publisher (full-color, Pro Quality Components); Price for game + one season: $122; Players: 1-2; Game Time: 1.5 2hrs ; Dice req’d: 2d6; Cards: Individual cards for every player in the league (1,440 cards in 2013 set) Kick Returns Critics of the game will point to the play calling options, specifically the fact that you have just two options on offense: Run or Pass. Fum Lost 36 Turn Ret C 2003 LSU Tigers D. Henderson Skyler Green Bennie Brazell Range Rating Break FUM 42 64 66 Q S A C C C C C C Description: There are many who would call APBA Pro Football the best football simulation game in history. First released in 1958 by the original game designer Dick Seitz, the basic version of the game remains virtually unchanged in the decades since. And it’s no wonder. Of the tabletop football games profiled in this magazine, none has a more loyal and fanatical base than APBA Pro Football. Which may be why APBA can charge $95 for a new card set each season. AVALON HILL’S PAYDIRT! By Chris Palermo The game Paydirt (and its lesser-known sibling, Bowl Bound) dates back to the early 1970s. Originally called Sports Illustrated Pro Football, it became part of the Avalon Hill catalog when it purchased the entire SI line of games from Time, Inc. Dr. Thomas R. Nicely, a mathematician specializing in random and statistical probabilities, was hired to design the new charts, which were published by the company until the mid1990s. Hasbro purchased Avalon Hill in 1998. Soon thereafter, a handful of enthusiastic fans of the game began releasing homemade charts. Each homemade chart was unique – certainly, each individual designer used his own unique formulae – but each designer also made slight tweaks to the game play. As there have been no “official” releases of Paydirt charts since 1998, all recently charted seasons have been created by enthusiastic and enterprising individual designers. Paydirt is a team-driven simulation; there are no individual players. Instead, each overall team’s performance is reflected in its own chart. Each team’s rushing chart is created from an aggregate of all results of all the rushing plays by all of its running backs throughout the year. The passing plays are the sum totals of all the quarter Though it’s a great game that doesn’t have any glaring weakness, it isn’t the best at any one aspect either. That is to say: * statistically, APBA Football’s results are reasonably accurate - though not as good as Inside Blitz’s; * APBA Football is very easy to learn and relatively simple to play - but not as easy and not as simple as Gridiron Wars, or even Paydirt; * APBA Football comes with cards for 1,440 players that includes offensive linemen! - but Football Bones comes with nearly 2,000 cards and linemen are rated individually for both run blocking and pass blocking. * Many games have more seasons in stock, but APBA has nearly 20 seasons available, as far back as 1958. * Though APBA is one of the best in both categories, Strat-O-Matic is better in head-to-head and draft league play. When up against the whole field of football sims, APBA isn’t the best in any particular aspect. What APBA does best, however, is do everything well. “I feel very strongly about this: Head-to-head, Strat-O-Matic Football is the best sports game ever invented.” - Game Designer and Founder of Strat-O-Matic Games, Hal Richman #5 STRAT-O-MATIC FOOTBALL Designer: Hal Richman; Publisher: Strat-O-Matic Game Co. Availability: direct from Publisher (Pro Quality Components); Price for game + one season: $49.99; Players: 1-2; Game Time: 1hr - 2hr ; Dice req’d: 2d6, d20; Cards: 672 cards (per team: 14 offensive skill players, 3 team defense cards, 1 card with ratings for offensive and defensive linemen) Description: In Strat-O-Matic Fanatics: The Unlikely Success Story of a Game that Became an American Passion, author Glenn Guzzo quotes Strat-O-Matic founder (and inventor of its football game) Hal Richman as saying, “I feel very strongly about this: Head-to-head, Strat-O-Matic Football is the best sports game ever invented.” AVALON HILL’S PAYDIRT! (continued from page 13) backs and all the receivers throughout the year. With no individual players, there are no individual statistics; however, the game totals for passing, rushing, etc. are typically quite comparable to the real-life’s totals. The game uses a unique matrix, called a “Priority Chart”, which shows how results are calculated. On each play, the defense secretly selects one of six defensive sets. Once the defensive coach indicates readiness, the offense reveals one of nine offensive calls. The game uses two unique six-sided dice for defense (which can generate a total ranging from 1 to 5 between the two dice – with 1s and 2s more common than 4s and 5s); and three unique six-sided dice for offense (generating results from 11-39 – without getting in to specifics; the “10s” die has one 1, two 2s and three 3s, making 31-39 far more likely than any other result. In addition, the second two dice are added together and skew towards returning 4s, 5s and 6s (more than the 1-3 and 7-9) – Remember, Dr. Nicely was a mathematician, specializing in statistical probability and randomness.). Here are a few examples to see how the game works: Let’s say the Broncos called an end run and Seattle, on defense, called a Cover 3 Run. On the roll, the Broncos roll a 36 (7 yards) and the Seahawks roll a 1 (blank). Checking the Priority Chart, a green number (#) by the offense, cross-referenced with a white/blank result from the defense, results in “ADD” –the results are added together and it’s a 7 yard gain by the Broncos on the ground. Of all the sports simulations, football is one of the best for face-to-face matches, since both players have decisions to make on each play. However, that is also the curse for the tabletop football designer. Since so many results are based on the defense guessing “right” or “wrong” on a given play, the offense is constantly tempted to choose plays non-intuitively: 3rd and 11? Sure – we’ll go Off-Tackle! And, far too often, games reward that non-intuitive play-calling. When a defense guesses wrong in real life, however, it usually recovers (and the better defenses recover more quickly). So, when evaluating a football game, one of the first things to determine is how well the game handles that temptation. RIchman worked on the design for Strat-O-Matic Football for 4 years before releasing the game in 1968. The game was intended for - and excels at - Headto-Head competition between people. According to Guzzo’s book, even Richman says, “it’s not a good solitaire game, but the game was set up to play head-tohead.” The game board is a prominent element of Strat-O-Matic Football, and is the most iconic of the boards for any of the football simulations. Besides its aesthetic appeal, what makes the board stand out from the crowd is its utility. In the Advanced version of the game, defenders can be physically moved around the board to visually depict the zone each covers. Critics will suggest that Strat’s 50/50 model, whereby half of the results are read from the offensive cards, half from the defense, is a flawed design. Some have also said the game can feel like an elaborate version of rock/paper/scissors - especially the Elementary version of the game - saying that because the results are so heavily influenced by whether or not the defensive coach “guesses right” or “guesses wrong” that the game engine is ripe for manipulation by savvy coaches. For a second example (and to show how well the game addresses defensive recovery), the Broncos call a medium pass, rolling an 11 (TD!); and the Seahawks were thoroughly fooled, guessing Short Run. They rolled a 1 (15 in parentheses). Checking the Priority Chart, we see an offensive TD, when cross-referenced with a number in parentheses by the defense, means the defensive result “trumps” the offensive result. In this case, bye-bye TD ... it’s only a 15 yard gain. The Seahawks didn’t stop them, but they recovered in time to deny the TD. If you check the Broncos’ defensive chart (and, remembering that a 1 is the most common defensive roll), the Broncos would’ve had a blank result. The touchdown would’ve stood. Obviously, the game is a little more complex than that; but not much more. Learning to read the priority chart (and, eventually, memorizing what trumps what) is the key to quick games. A game between two players who know the system should take about an hour. Avid fans continue to make Paydirt one of the more popular in the tabletop football world. Even at the annual World Boardgaming Championships, a convention filled with the latest boardgames, Paydirt continues to draw more than 40 players for its tournament. The lone limitation might be the lack of individual players; but, the game offers accurate statistics; realistic in-game decision-making and extremely quick playing times. For most, those pros will far outweigh the cons. In the final analysis, Strat-O-Matic Football ranks #5 on this list because it offers the following: * Arguably the best head-to-head experience of any football sim * A novel and useful approach to the problem of sorting and visualizing which defenders can cover which zones * The game company’s wholly earned reputation for attention to detail and statistical accuracy * A simple and fun Elementary version of the game, with optional Advanced, and Super-Advanced sets of rules all included in the game box - giving the gamer the opportunity to choose the level of verisimilitude and depth of game play desired in the experience. Chris Palermo has been a gamer for as long as he can remember. While he now runs a successful gaming club on Long Island (libogroup.com), his first love remains sports simulations. Of the nearly 2,000 games in his collection, approximately 300 are unique sports simulations. As a regular attendee of the World Boardgaming Championships, he continues to enjoy some of the classic sports sims (including Paydirt)! A BRIEF HISTORY OF FOOTBALL BOARD GAMES BY GEOFF GIORDANO - Founder, APBA Football Club For just about every human endeavor, it seems a game has been created to capture the flavor of the real thing. Generations of would-be surgeons tried their hand at Operation. Fantasy farmers of America plow through hours of FarmVille. Games of money and power snowballed in the wake of Monopoly, which received a 1935 patent assigned to Parker Brothers. Games with railroad themes range from Avalon Hill’s Rail Baron, introduced in 1977, to today’s award-winning Eurogame Ticket to Ride and its various expansions. No surprise, then, that the game of American football (pro and college) has inspired many designers to try their hand at depicting the gridiron in miniature. Since the iconic overtime NFL championship of 1958 between the Giants and Colts — generally regarded as the game that thrust the league into prominence — American football has been rendered in dozens of ways, using various combinations of cards, dice, spinners, player pieces and other, more curious devices. Growing up on the cusp of the PC age, I first tried to devise my own realistic football game using Topps cards. Of course, that didn’t work — especially when teams like Pittsburgh, Oakland, Dallas and Minnesota had roughly a dozen carded players but cellar-dwellers of the late ‘70s had about half that many. Next came Cadaco’s Pro Foto-Football, copyrighted in 1977 and featuring a cool plastic stadium and cardboard scoreboard/timer. Touted on the box as “The Original Game of Real Football Strategy,” the game allows players to select an offensive play card, superimpose a transparent defensive card, and slowly move the envelope holding those cards to reveal how a play progresses. (Since the timer featured 30 plays, I ended up using that for my APBA football setup.) Then I found Sports Illustrated’s Paydirt! (tagline “The Authentic Pro Football Action Game”), featuring statistically based team cards with offensive results on one side, defensive and special team results on the other. The current copy we own is a version of our original, copyrighted 1974 and in the familiar box featuring the Redskins and Cowboys on the cover. Finally, like so many other APBA fans, I saw the compellingly-written ad for APBA football in one of the NFL season preview magazines. Not only did the game appear more aesthetically pleasing than its biggest rival, Strat-O-Matic (launched in 1967-68), but it had what I wanted: cards for each of “my guys” to accurately represent their attributes. Strato, of course, goes the route of featuring cards with results on them for key offensive players, but only team cards for defense (elementary and advanced). Unlike APBA’s game engine, Strato incorporates player matchups to influence results, and its field allows advanced gamers to position certain defenders. page 16 As the founder of the APBA Football Club, it’s obvious that I’m unabashedly biased in my lifetime devotion to the game of APBA Football. The history of the game goes back to 1958 when, presciently, APBA founder Dick Seitz launched his version of a statistics-driven football board game with player cards based on the 1957 season. Seitz got his start in the game-publishing business by playing and resurrecting Clifford Van Beek’s then out-of-print baseball game National Pastime. National Pastime was, by most accounts, patented in 1925 but not commercially printed until 1930-31. But despite sharing the basic concept of individually calculated player cards and dice rolls of 11 to 66 for play outcomes, when compared to National Pastime and/or APBA Baseball, APBA Football is a different animal entirely. For that reason, we view APBA Football as the company’s first truly unique creation and the original fantasy football product. Though the company’s baseball game far outshadows APBA Football in terms of popularity, current APBA CEO John Herson is known to be a “football guy” who has vowed to begin reissuing out-of-print seasons recalculated for the “master game,” which was unveiled in 1983 for the 1982 season (the 1965, 1970 and 1975 seasons are slated to be the first reissues). For decades, APBA and Strat-O-Matic have remained the most popular football simulation games on the market, but plenty of other options have emerged and gained loyal fans over the years. A quick survey of Board Game Geek turns up four pages of results for football products. Search for “vintage football game” or “vintage football board game” on eBay and you’ll find plenty of tempting choices to add to your collection. Generally, we discern three basic types of football board games: statistics based, generically strategy based or franchise-building/ draft based. Not counting electric, PC or web-based football games, here’s a quick-hit (and nowhere near definitive) list of some of the more notable entries into the field, including some from our collection. 1920s-1940s Intercollegiate Football by Hustler Toys. The oldest football board-type game we’ve found. Dating to the ’20s, this game features a tin cylinder in which outcomes are revealed for a line play, end play, trick play, punt and kickoff returns, PAT/FG atttempts, and forward pass/INT. Instructions call for a game lasting 20 minutes or 100 plays. An August eBay auction listed a buy-itnow price of $379.99. “Get the thrill of a foot ball game at home” and “Have a foot ball gridiron in your home” with Intercollegiate. Cadaco: The long line of Cadaco football games began in 1936 with Elmer Layden’s Scientific Football, according to BGG. Layden, a member of the legendary Four Horsemen of Notre Dame, was coach and athletic director for the Irish at the time. The company later issued a game called Touchdown, as well as a version of Layden’s game called Varsity and another disc-based game called All-American Football. Labeled the “college edition,” versions of the game dated to 1942 feature results charts that form three walls of a “stadium” around the football playing field. The field features a sliding down marker and football residing in slots at the top and middle of the field, respectively — the style ultimately appearing in APBA. Scientific Football also uses 30 plays per quarter, another eventual APBA staple. The first of the company’s many variations on its “foto-electric” football games dates to 1941, BGG indicates. Pro Football. A simple titled spinner-based game by Milton Bradley that also came in a Canadian version. BGG dates it to 1964. Strat-o-Matic Pro Football. Like Seitz at APBA, Hal Richman established his company with baseball before offering a gridiron product in 1968 that is going strong to this day with season sets going back to the late ’50s and a robust website. All-Pro Football. A big-box, well-packaged game dating to 1967 and branded as the official game of the NFL. Another player movement game featuring checkers-like pieces and field divided into light- and dark-green squares. 1970s Tom Hamilton’s Football Game/Pigskin. Copyrighted by Parker Brothers as far back as 1934-35, the original features a playing field labeled “Football’s Classic Army-Navy Soldier’s Field, Chicago, November 27, 1926.” Both the original version and a later version copyrighted 1960 feature stumpy red and yellow wooden player pegs. While the more modern version has a green-and-white football field, the original uses a card-driven system of generating play outcomes using the “Chart-o-graph” and a black-and-silver playing board. Vintage Pigskin also uses a rudimentary injury system. Our copy features a filled-out chart-o-graph dated Jan. 21, 1956. Statis-Pro Football. Originally created by Midwest Research in 1973, Statis Pro became an Avalon Hill/Sports Illustrated product featuring stat cards for each player on each team until Avalon Hill went defunct in the 1990s. Statis Pro Football lives on today in a new package, marketed by PT Games as Football Bones. (See interview with PT Games founder and President Tim Plum in the this issue.) Fun Football/”The Scrambler.” Our still-unopened version, copyright 1973, features a blue “scrambler” offensive player piece and four red defenders. The goal is to score (or prevent) a touchdown by moving pieces on the dark green squares of the board. First player to 28 points wins. Stars On Stripes Football Game. Dating to 1941, “it teaches football” using a combination of results charts and three dice. Thirty-two plays per quarter. Rose Bowl. “Keck’s Original Football Game” dates to 1949 and uses player-shaped pieces on a green-and-white football field divided into squares. Dice rolls dictate player moves. 1950s Play Fut-Bal. Copyrighted in 1957, a year before APBA’s inaugural release, Fut-Bal comes in a thin red-and-green box and use a deck of red offensive cards and green defensive cards with play results on them. APBA Pro League Football Game. The game that raised the bar. The APBA Football Club is producing an unofficial handbook documenting the game’s evolution, which we have synopsized in an article on the game’s many variations. Avalon Hill Football Strategy. BGG lists its creation as 1959; we own a copy copyrighted 1972 that comes in the more familiar AH bookcase box and features the “Football Widow’s Handbook: A Wife-Type Manual of Football Knowledge.” 1960s Bible Football. Issued in 1963, this trivia game promises “Bible facts plus the excitement of FOOTBALL!” Adam Games Football (Taylor Marketing): This 1964 creation features team cards based on season statistics. Our collection includes the 1962-64, 1969, 1971, ’74 and ’76 seasons. page 18 Pro Draft. Using 50 official 1974 Topps cards, this Parker Brothers game features a large plastic football housing a spinner that tells you how many “contract cards” you can draw to help you build a team. 1980s NFL Strategy. An NFL-branded game by Tudor (ours is copyright 1980; BGG dates it 1970) that features a play system quite similar to Cadaco’s aforementioned Foto-Football but with far more play options. Features a sturdy multifunction plastic gray playing board with green football field and sliding plastic balls to indicate probabilities of play success. NFL Franchise. Dated 1982, this is another team-building game in which you purchase a franchise, choose a coach and add players. NFL-branded. Clutch Football. According to the manual introduction by inventor Ron Poisson, “Clutch Football was first conceived in West Pakistan, while I was serving an isolated tour in the Air Force” from September 1968 to November 1969. Copyrighted 1984, with a first edition in 1985, this rare and well-packaged product features a sturdy, cribbage-like plastic football field with four brass pegs, a 26-page large glossy manual, and a variety of play cards. 1990s-present Inside Blitz Football... Second Season and Cold Snap by Plaay!... 4th Street Football... Pizza Box Football... Diggin’ Deep Football... The list of new football board games keeps growing in the 21st century — even in this era of EA Sports, Inc. and their ubiqitous video game, Madden NFL Football. And online, Paydirt! (varations of which now go by Data-Driven Football, Red Zone, and Bowl Bound) lives on. In our collection, still unopened, is a copy of Playbook Football, copyright 2008 by Bucephalus Games. It’s a heavy, colorful game featuring multiple play cards and several multisided dice. Geoff Giordano, founder of the APBA Football Club — the first independent group of social-media sites dedicated to APBA football — acquired his first game of APBA football in 1979. Football Fans Over 40 Rejoice! Remember APBA, Strat-O-Matic, Talking Football, and Monday Night Football tabletop games? These and over 280 other games over a century are depicted in full color in the new book - Retro Football Games. Also, fun trivia and other neat factoids are peppered throughout making this the most entertaining coffee table book of the year. •Rekindle fond memories •Discover rare games you missed as a kid •Test your football knowledge with fun trivia •The first and only comprehensive catalog Makes for a great early X-mas stocking stuffer - $25.00 www.retrofootballgames.com info@retrofootballgames.com page 19 MEA COPA ‘14 WORLD CUP SOCCER - QUICK PLAY GAME INTRODUCTION Mea Copa is a quick play soccer game, designed by Anthony Apostolico of Time Travel Games. Apostolico is best known for the full play soccer simulation Classic Soccer, which was called by OneForFive.com “the Gold Standard for soccer simulations.” Mea Copa was originally meant to be a supplement to Classic Soccer; to help gamers work through all qualifying rounds on the way to setting up alternate-universe World Cup tournaments; or, as a way to efficiently complete tournaments created with World Cup sides from different eras going against each other. Mea Copa ‘14 - the version of the game published here - is an abridged version of the game, though a PDF of the complete game with ratings for every World Cup since 1930 is available for free download with purchase of this magazine. This is an abridged edition of the rules, though all team ratings (see inside back cover of magazine) are accurate and will be compatible with the full version of the game. The original, complete rulebook is available as a free download with your purchase of this issue. BASIC RULES To play a game you’ll need these rules, the charts located on the inside back cover of this magazine, and 2 10-sided dice. A pencil and paper will come in handy, too. Once you’ve decided which two teams are playing, the first thing you’ll do is make a simple pre-game calculation for each team, to determine a rating for the club in the game at hand. In this version of the game, each country is rated in 6 categories: 1. Offense; 2. Defense; 3. Goalkeeping; 4. Penalty Kicks (shooting and saving); 5. Random Events (X-Chart); 6. Overall Power I. DETERMINE MATCH RATING FOR EACH CLUB Let’s take 2014 Belgium vs. 2014 United States. Add Belgium’s Offensive rating (1.20) to the USA’s Defensive rating (1.50) and divide by 2, the answer (1.35) will be Belgium’s rating for this game. Using the same process for the USA, ((1.25 + 0.60)/2) we get a 0.93 rating for the Americans (always round up from the thousanths place). * Some teams have a number of asterisks (*) attached to their ratings. This means that if the team is competing against a club with a greater Power Rating, then the team’s performance will suffer. For each * on the Offensive Rating, subtract 1.00 from that offensive rating if they’re up against a better squad. For each * on the Defensive Rating, add 1.00 to their defensive rating if they’re up against a better squad. Now that we have each club’s rating for the game, we can get started. II. PRE-MATCH ROLL Before every match there is a Pre-Match Roll [see chart on pg 23] Roll the 2 10-sided dice, check the Pre-Match Roll chart and follow its instructions. III. THE MATCH The game is played out in 15 minute increments, plus a stoppage time period each half. Here is the basic procedure: In each 15 minute period, each side will roll to see how many chances on goal they earn. Each chance is a 15% opportunity to score. THESE CAN BE BUNDLED TOGETHER. For instance, Belgium rolls first against the USA. Belgium is rated 1.35 for this game - since 1.35 isn’t on the Game Chart (these averages rarely match up exactly to the figures on the chart) and Belgium’s Power Rating of 91 is greater than the USA’s rating of 87, we round that 1.35 up to page 20 1.40 (team with the greater Power rating moves up, lesser Power rating moves down). Now let’s say Belgium rolls a 27. Find 27 on the 1.40 row on the Game Chart. It’s in the 3 column. That means that Belgium will have three 15% opportunities in this first segment of the match with USA. To take these opportunities, Belgium has a choice: they can attempt 3 shots on goal, each with a 15% chance of success, or they can bundle those chances up by taking 1 shot with 45% chance of scoring, or 2 shots (30% and 15%). After Belgium has rolled for their opportunities, the US has a turn. IV. STOPPAGE TIME Every match will have a Stoppage Time roll after each half is played. Stoppage Time (sometimes known as Extra Time), is played exactly the same as any regular 15 minute interval, except now each opportunity is only worth a 5% chance at goal. V. PENALTY KICKS Each team has a Penalty Kick rating and a Penalty Kick Defense rating. Penalty Kicks are required if a match in a knockout round of the tournament should still be tied after 120 minutes of match play. Additionally, any time a side rolls 01 during a chance at goal, a Penalty Kicks is awarded. To clarify, if a side has a 30% chance at goal (for instance) and rolls a 01, they do not automatically score a goal, instead they must proceed to take a PK. The base rating of all Penalty Kicks is 81. Find the team’s PK rating (the 1st number before the slash) and add or subtract it to 81. Then add or subtract the opposing team’s PK Defense rating (the number after the slash). The resultant number is the kicking team’s percent chance for a goal. The chance to score can never go above 99%. VI. GOALKEEPER RATING The GK rating can come into play on X-Chart events, and potentially after a goal is scored. Certain teams (the USA, for instance) have a ** in the GK rating column. Every time a goal is “scored” against any ** GK in this tournament, roll again. If the next roll is 01-20, the goalkeeper has made a spectacular save! Any roll between 21-00 and the goal stands. VII. X-CHARTS Any time a club rolls a 55 when rolling on the game chart, they will be MEA COPA ‘14 WORLD CUP SOCCER - QUICK PLAY GAME referred to their X-Chart result. Every club has an X-Chart result. Find the number in the club’s X-Chart column and reference that number on the X-Chart itself. Some results are ordinary, some are pretty amazing. VIII. GOAL SCORERS Goal scorers are provided to add color to results. Since teams are already rated for goals scored in the tournament, there is no individual rating for, say, Thomas Meuller’s ability to impact the game as opposed to Mario Goetze. However, each team’s goal scorers are rated based on percentage of the team’s goals they scored in the actual tournament. Once a goal has been scored in a match, to determine who scored it take a look at the team scoring chart. It will look something like this: 40/Dempsey; 60/Brooks; 80/Jones; 00/Green This means that on a roll of 01-40, Clint Dempsey was the goal scorer, from 41-60 John Anthony Brooks scored the goal, from 61-80 Jermaine Jones was the goalscorer, and from 81-00 Julian Green put it in the net. To determine time of goal, roll the dice, consult the following chart and add the number of minutes to whichever 15 minute interval in which the goal was scored: 01-07: 1 min 29-35: 5 min 57-62: 9 min 81-86: 13 min 08-14: 2 min 36-42: 6 min 63-68: 10 min 87-93: 14 min 15-21: 3 min 43-49: 7 min 69-74: 11 min 94-00: 15 min 22-28: 4 min 50-56: 8 min 75-80: 12 min So , for instance, if a goal scores in the first 15 minute interval of play, roll for the time. If you rolled a 44, the goal occurs in the 7th minute of the match. If you were in the 3rd 15 minute interval of play and rolled a 44, the goal would have occurred in the 37th minute (since 30 minutes had elapsed after two intervals of play). NOTE: This abridged version of the game does not include Formation Charts, but the Formation Chart rules from the full version of the game can be used if you so choose. Continued from page 11 - Interview with Tim Plum of PT Games More accurate representation of the fighter through the available metrics on Besides, I’m my own worst critic. I sit down to play a game, find something each card. More accurate system for cuts/knockdowns and knockouts. These that I want to tweak/alter/change and I immediately go to the computer are a few of the updates. open the file and make the change. • 1for5: When should we expect ATB to be available? • PLUM: No release date has been announced. Keep an eye on our website for more details. • 1for5: No one can say that Tim Plum and PT Games are not ambitious. With the release of ATB, you'll be publishing 5 games, each in a different sport. How do you manage to stay on top of each game, managing card set releases, updates, and product launches while managing work and life and finding your own time to be a gamer? • PLUM: One of the things that I decided was to not try and be the creative genius for every game. Greg [Eno, game designer] handles all card making for his game Basketball Bones, Joe [Bryan, game designer] handles all Payoff Pitch Baseball, and at the moment Jim [Trunzo] and I work together on cards for Advanced Title Bout. I maintain the look and feel of every game. My life is very hectic and it’s hard to find the time for everything but we manage. The one thing left out for me is time to actually play the games. That I don’t have much of. I’m trying a ‘64 replay of the Dodgers in Payoff Pitch and I can barely finish a game without sending Joe an email with a suggestion or thought. • 1for5: When you look down the road three or five or ten years from now - what will PT Games have accomplished? What is on the horizon for you and the company? What should fans of your products be looking forward to? • PLUM: The future for PT Games is very bright, we have many irons in the fire, including new games, better game materials, new cardsets, a new website, new ecommerce, bringing on board someone to help me with special projects. Hopefully Wizards of the Coast opens up the new 5th edition D&D to an OGL and we can step back into our root products. I hope to bring non-sports titles to the public and open new markets/outlets for our games before Christmas. So many things to do, so little time.... - thanks Paul BEST. GAME. EVER. On this back page of each issue, we’ll feature a scorecard of the Best. Game. Ever. In this issue, we feature a game from Jeff Polman’s ‘73 Freaks League. The ‘73 Freaks League is a draft league of 12 teams, using the 1973 Strat-O-Matic card set. Jeff invited 12 friends including yours truly to draft a team, make lineups and managerial suggestions, and then let Jeff play out the 162-game season with said teams. This game featured the West leading OneForFive Dotcoms at home (Dodger Stadium) vs. Jason Toon’s 2nd place Kuhnskinners, who were 6.5 gb at the time. At press time, the season still has about a week left in it, and led by Al Bumbry’s league-leading .351 BA, Davey Johnson’s 42 home runs, and Don Baylor’s 57 stolen bases, my OneForFive Dotcoms have already clinched the Western Division pennant. We’ll face the champion from the East (not yet determined) for a 9 game series when the regular season ends. KUHNSKINNERS AB R H BI 2B MORGAN 5 CF MADDOX 4 DH F. ROBINSON5 C TENACE 2 1B TORRE 4 RF RICHIE 3 -PH/RF A.JOHNSON 1 LF BROCK 4 3B HUNT 4 -3B MONEY 0 SS SPEIER 4 1 1 2 0 0 0 1 1 1 0 0 3 0 3 0 0 0 1 1 1 0 0 1 0 2 0 0 0 0 2 0 0 0 2B HBP HR GIDP E BB: TENACE (2); SO: MADDOX, TENACE, TORRE, BROCK (3), SPEIER; E: BROCK PITCHERS BIBBY HERNANDEZ IP R ER H BB SO HR 8 6 5 7 4 8 3 1/3 2 2 1 1 0 1 ONEFORFIVE DOTCOMS AB R H BI LF DH 2B 1B CF 3B C SS RF PH BAYLOR BUMBRY SCHMIDT D. JOHNSON McCOVEY MONDAY SANTO MUNSON CONCEPCION COGGINS 4 4 0 4 4 4 4 3 4 3 2 0 1 1 1 0 0 1 2 0 1 1 0 1 1 0 1 0 1 1 2 1 0 2 1 0 0 0 1 0 HR,SB 3B HR HR HR BB: BAYLOR, BUMBRY (2), JOHNSON, MUNSON, COGGINS; SO: JOHNSON, McCOVEY (2), MONDAY (2), SANTO, CONCEPCION, COGGINS PITCHERS CLEVELAND HILLER IP R ER H BB SO HR 7 5 3 6 2 5 1 2 2 0 3 0 2 1 scorecard by: JEFF POLMAN on Twitter: @JPBALLNUT The OneForFive Dotcoms take a 5-3 lead in the bottom of the 7th, after Don Baylor’s 18th home run on the season. Reggie Cleveland takes the mound in the top of the 8th to face Garry Maddox. Maddox is hit by a pitch. Frank Robinson singles Maddox to 3rd and then the bases get juiced when Gene Tenace draws a walk. The Dotcoms have the league’s best bullpen, so in comes fireman John Hiller to put out the rally. He gets Joe Torre to ground into a 6-4-3 double play, but Maddox scores in the process. The precarious 5-4 lead is blown on the next batter, when Lou Brock rolls a 1-3 HOME RUN. It’s 7-5 Kuhnskinners. The next batter grounds out and things are uneventful until the bottom of the 9th. Davey Concepcion, not known for his bat, leads off the bottom of the 9th with a HR, and Coggins draws a walk. Suddenly the tying run is on base an the winning run at the plate, but Ramon Hernandez comes on for Bibby and induces Baylor to hit into a double play. Prospects are meek as there are two out and Mike Schmidt, with his .143 batting average is coming up to hit against the lefty. But he draws a WALK! And with two out in the bottom of the 9th, Davey Johnson stands in and parks the first pitch he sees into the upper deck! THE DOTCOMS WALKOFF! THE DOTCOMS WIN!! page 22 MEA COPA ‘14 WORLD CUP SOCCER - QUICK PLAY GAME 2014 WORLD CUP RATINGS by ONEFORFIVE.COM GAME CHART Corner Kick Chart 01-05 Goal!!!!!! 06 Ball is headed away by opposite defender...01-30 own goal!!! 31-00 another corner!! 07-20 Offensive side gets another roll for chances, but a maximum of 1 goal can be scored 21-00Save POWER RATING OFF. Germany 95 2.57 Netherlands 93 2.14 Brazil 91 1.57 Argentina 94 1.14 0.57 Colombia 90 2.40* 0.80* France 91 2.00* 0.60 Belgium 91 1.20 0.60 Costa Rica 90 1.00 0.40 Algeria 87 1.75 1.75 Switzerland 87 1.75 0.67**** Chile 88 1.50 1.00 Mexico 88 1.25 0.75 USA 87 1.25 1.50 Uruguay 87 1.00 1.50 Greece 87 0.75 1.25 +10/+20 Nigeria 87 0.75 1.25 Croatia 86 2.00** 2.00 Bosnia/Herzogvna 86 1.33 Côte d’Ivoire 86 1.33 Ghana 86 1.33 Spain 87 1.33 Portugal 87 1.33 2.33 Ecuador 86 1.00 Korea Republic 86 1.00 Australia 85 Italy Russia PK X-CHART 0/-10 4 0.57 0/-40 4 1.00**** -10/-40 1 +10/-40 +10/0 11 3 +10/0 16 0/+10 +10/0 15 8 4 0/-40 3 0/-20 0/0 3 14 10 +10/0 9 DEFENSE GK 0.57 ** ** ** ** ** ** +10/-10 +10/0 0/0 7 12 0/-40 16 1.33 0/0 12 1.67 0/-20 6 2.00 0/0 +10/0 12 4 0/-20 13 1.00 0/0 10 2.00 0/0 16 1.00 3.00 0/0 6 86 0.67 1.00 0/0 9 86 0.67 1.00 0/0 6 England 85 0.67 1.33 0/0 3 Japan 85 0.67 2.00 0/-20 3 Iran 86 0.33 1.33 0/0 3 Honduras 84 0.33 2.67 0/-20 3 Cameroon 85 0.33 3.00 0/0 3 X-CHART RESULTS [consult team X-Chart Rating any time a roll of 55 comes up on Game Chart] ** 0.67*** ** 1. Neymar is hammered to the pitch! He’s out for the rest of the tournament! Reduce Brazil’s PR by 1, subtract 3% from all Brazil’s scoring chances for the rest of the tournament. For instance, if Brazil has a 30% shot at goal, it becomes a 27% chance with Neymar out. 2. Ochoa makes a fantastic save! On the counter, Dos Santos fires it in and scores! But was he offside? Roll again: 01-90 OFFSIDE, NO GOAL! 91-00 GOOOALLL!!!! 3. Team with Greater Power Rating has a shot on goal: 01-67 GOAL! 68-00 Corner Kick 4. Roll again: 01-30 Forward scores a GOAL on an unbelievable header! 31-00 Team with greater Power Rating is dragged down in box & is awarded a Penalty Kick! 5. Team with Lower Power Rating gets a shot on goal: 01-19 GOAL! 20-00 Save 6. Roll again 01-20: It’s an INCREDIBLE GOAL FROM OUT OF NOWHERE!! 21-40: Opponents steal the ball and make an INCREDIBLE GOAL!! 41-00 Corner Kick 7. Team’s captain is shown a RED CARD! Reduce offensive rating by 0.80, reduce team power rating by 8 8. Player #10 finds space in the box, if team has greater Power Rating: 01-10 GOAL!, 11-00 Saved, otherwise shot goes over the bar 9. Roll again 01-50: see X-Chart Result #7, 51-00 see X-Chart Result #4 10. Opponent has a fussilade of shots, but Goalkeeper makes three tremendous saves! Roll again: 01-40 3rd shot goes out for Corner Kick, 41-00 keeper collects ball 11. Roll again: 01-50 see Result #3, 51-00 Higuain has the chance of a lifetime! Roll 01-04 he scores! 05-00 he shoots wide! What a miss!! 12. Roll again: 01-15 Team’s defender scores an OWN GOAL! 16-00 See Result #3 13. Roll again: 01-25 Team Captain sends in a beautiful cross to choice player who scores a GOAL! 26-50 see Result #5, 51-00 see Result #6 14. Roll again: 01-50 see Result #2, 51-00 see Result #10 15. Roll again: 01-50 if opponent is ** keeper, he saves 4 shots, corner kick for team. 51-00 See Result #3 16. Roll again: 01-50 see Result #5, 51-00 see Result #3 IT’S FOOTBALL SEASON GRAB YOUR HELMET AND JOIN THE ACTION Do you miss sports boardgames? Do you miss rolling dice in game play? We have the perfect cure. Football Bones FEEL THE BONE-CRUNCHING ACTION www.sports.ptgamesinc.com If you want to see the action unfold on the field on every play, feel the pressure of making that tough 3rd down call, you must check out Football Bones. We’ve brought 28 years of Statis Pro Football play and over 10 years of design work to the game. • One of the beauties of the Statis Pro system was and is the simplicity. • 3 yards and a cloud of dust, yup we have that! • Cover 2, Cover 3 it’s in there! • 6 Offensive lineman - got it! 3 Tight Ends got it! • Base 10 has been incorporated into play. • More plays strategies, and weather rules are a few of the updates to the game. • Solo play - no problem! • Want to start a league? no problem! Advanced statistics, previously unavailable, have allowed us to make the most accurate player cards, and that translates to more realistic play on the field. $7 PDF DEMO FOOTBALL BONES $25 FOOTBALL BONES IN A BOX Print or PDF Available on all PT Games products 1972, 1981, 1989, 2012, 2013 Seasons - Available Now “I like the concept you are using and all the work you put into the product, impressive!” - Jim Barnes the creator of Statis Pro Advanced Title Bout coming soon! From the creator of the originial boxing game, a new and updated boxing game built on the same great engine! If table space is at a premium and you only play solo, try Solo Football Bones. Solo Football Bones Solo Football Bones builds on the successful Football Bones engine. We listened to our customers and have a version that requires little table space, in fact almost none, while maintaining a fun and accurate game of football. Using team sheets has removed the individual player card displays and instituting an ingenious range roll allows the players to still perform as they do in Football Bones. Using the same 2-10 sided and 1-6 sided dice the game plays quickly. Past and Present Seasons available for all games. See webstore for complete details. $5 PDF DEMO SOLO FOOTBALL BONES $26 SOLO FOOTBALL BONES IN A BOX