You'll notice
that each player is given a numerical rating, expressed as a fraction.
The top number represents the player's ability on pass plays, he bottom
number his ability on runplays. "2" indicates superior ability,
"1" average ability and "0" indicates a deficiency.
Note also that there are various symbols appearing after some players'
ratings. These are additional ratings that further alter play, depending
on field position and time left in the game. All ratings are fully explained
in the instructions.
To begin,
you'll select the offensive play and intended receiver or ball-carrier.
There are six basic offensive plays--inside run, outside run, screen pass,
short pass, medium pass, and long pass--and several limited-use plays
such as a bootleg or trick play. Since it's first down, we'll keep it
simple and call an outside run play, giving the ball to LA's running back, Alonzo Curtis.
Next, we
roll one die to determine which of the four basic defense settings Detroit has called--pass, run, safe or blitz. The solitaire defense table
is printed on the playing field for easy reference, but you'll quickly
memorize it! You roll a "3," which indicates a "safe"
defense has been called.
To resolve
the play, you turn to the "Outside Run vs. Safe Defense" page
of the SECOND SEASON game book, page 11. The game comes with colored tabs which you can affix for faster reference.
You roll the dice, reading the result as a two-digit number; the black
die first and the white die second. Thus, a "6" on the black
die and a "6" on he white die is read as a "65."
Checking
result "65," we are directed to defensive player "K,"
the left defensive end, Darrell Holmes. The game book asks us if Holmes
is a superior run defender--and we see that he is NOT. (He's a superior PASS defender, but this is a RUN play!) The game book tells us that Curtis
has slashed past the Holmes for a nine-yard gain! (We can also see that had Holmes BEEN a superior defender, he would have hauled Curtis down for a three-yard loss!) Curtis gets a high-five as the players
un-pile, and Los Angeles now faces second and one.
You decide to try for a quick chunk of yards with a medium pass play to Los Angeles' WR Blake Edmonds. You roll a "1" for the defense, which means Detroit wasn't fooled--they're playing to prevent the pass. You roll both dice for the play result--a "15."
Turning to the "Medium Pass vs. Pass Defense" page, the game
book directs you to check the quarterback's CMP grade, which is a measure
of his passing accuracy. LA's Matt Harrell is rated "A," an accurate passer, but not accurate enough in this case; the pass is incomplete! (A passer with a CMP grade of AA or AAA would have completed the pass for a first down.)
Facing third and one, you decide to go with the percentages, and select an inside run play, calling for your fullback Cannon Hunter to--hopefully--grind out the first down. You roll for the defense--another "1," that means Detroit is looking for a PASS again! (You smile to yourself--you've got them right where you want them!) You roll the dice for the play--a "35." Checking the "Inside Run vs. Pass Defense" page, the game book asks if your right guard (player GB) is a deficient run blocker. Uh-oh! Dale Dubiago IS deficient--he missed his block! The game book indicates that Dubiago's missed block forced Hunter outside, where he was tackled for a three yard loss! Yes--in SECOND SEASON, just as in REAL pro football, you'll sometimes be chagrined to watch your brilliant play-calling short-circuited by your players' poor execution!
We'll
leave the game here, with the Los Angeles offense shuffling off the field, and you, the coach, glaring at your right guard. That's how SECOND SEASON Pro Football board game works! It's a lot like watching a game on TV! SECOND SEASON
gives you a perpsective on the game of pro football like no other board
game out there--except for its Canadian football companion board game, COLD SNAP!
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