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Solitaire Rules

This document provides rules for a solo variant of the 1st & Goal board game where dice are rolled to determine offensive and defensive plays, with different sized dice used based on field position. Timeouts can be called to change plays or re-roll dice, and special rules are outlined for end of half situations, field goal and punt fakes, and determining successful or failed hail mary attempts. The goal is to have a fun solo way to play the game while still incorporating an element of randomness.

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DanDan_XP
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0% found this document useful (0 votes)
272 views

Solitaire Rules

This document provides rules for a solo variant of the 1st & Goal board game where dice are rolled to determine offensive and defensive plays, with different sized dice used based on field position. Timeouts can be called to change plays or re-roll dice, and special rules are outlined for end of half situations, field goal and punt fakes, and determining successful or failed hail mary attempts. The goal is to have a fun solo way to play the game while still incorporating an element of randomness.

Uploaded by

DanDan_XP
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1st & Goal

Solitaire Rules
Version 1.1
Requirements:
1st & Goal Game & Die-Rolling Play Chart
Two differently colored sets of d12, d10, & d8 (one for Offense, one for Defense)
Overview:
After looking on BGG for a good way to play this wonderful game solo and still have it be somewhat fun, I saw the variant where you pick your
play on offense, and roll a d12 for the defensive play. I thought about taking this one step further and rolling dice for both offense and defense.
So I set up a reference page for checking die results and the result is this!
Timing The Game:
Use the Offensive deck as a timer flipping cards for each play ran (burning an extra card for running plays per the game rules). Each run through
the deck counts as a Half. You can even split each “half’s” deck in half and play quarters which might allow a running play to be ran while only
burning one card!
Express Game: Build a deck of 30 Offensive cards.
Short Game: Build a deck of 45 Offensive cards.
Full Game: Use all Offensive cards.
“Calling” Plays
When ready to determine plays, roll both d12. Specify before you start your game which color will represent the offense and which will repre-
sent the defense. Cross reference the die results on the chart and roll the game dice accordingly.
Time Outs:
If you call a Time Out you may do ONE of the following:
1. Choose the play you wish to run and roll the Defensive die as normal. This must be called before play-selection dice are rolled.
2. Re-Roll a play-selection roll. This must be “called” before the game dice are rolled. You may use this type of Time Out to change
to a Punt or Field Goal if the 4th Down play matchup doesnt look favorable.
Red Zone:
Within the 20 yard line, both Offense and Defense roll a d10 for play selection as “Medium Pass” & “Bomb” may not be selected within the 20.
Within the 10 yard line both Offense and Defense roll a d8 for play selection as in addition to “Medium Pass” & “Bomb”, “Slant” and “Short
Pass” also may not be chosen.
Field Goal/Punt Fakes:
When attempting a fake punt or field goal, roll the dice as if you were going through with the kick along with both the Play & Referee Die. A
combination of “Defensive Penalty” & “X” (or two “X”’s) will result in a failed attempt. The ball is turned over on the line of scrimmage. Either of
those two rolls along with a “T” (or two “T”’s but ONE is all it takes) and the botched attempt is also a turnover and the ball is turned over at
the line of scrimmage and all of the yardage rolled on for the kickoff is applied as a run back from the turnover. A combination of “Breakaway”
& “Offensive Penalty” or “Hail” & “Mary” results in a successful attempt Applpy yardage rolled and if that results in a 1st down, the drive may
continue. Any other combination of dice results in a NORMAL punk/kick and yardage dice are applied as normal.
End Of Half’s & Hail Mary’s:
I play till the offense deck is exhausted and then attempt a Hail Mary. If the final play/card flipped results in a Touch Down, the extra point is
kicked even though there is no card to burn for it. The opposing team gets a kickoff return again even though there is no card to burn and they
get a Hail Mary attempt as well. With Hail Mary’s, I call them when the deck is completely exhausted as a “final” play for the half. The attempt
does not need to be made.

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