The aim of the game is to have your team score touchdowns (Or Beatdowns) by taking the ball to the endzone. Each touchdown will be worth 1 point. First to 3 (or whatever both teams agree on before the game starts) goes.
Can’t have too many players on the field
Teams will be in groups of 4, one whom will act as the Quarterback and 3 others participating as Defenders/Receivers as necessary. (wanna call yourself a fullback, a wide receiver, runningback, BEASTMODE? Tight End (yeah, I went there), Linebacker, the best bootygrab backer, whatever). One team will be called the Squad, the other, the Mob.
Members of the squad should be assigned 3 numbers, from 1-10 (Ex: Bob has 2, 7, & 9. Deliah has 3, 4 & 10. Armando has 1, 6 & 8.)
STARTING
The “Coin flip” - Who goes first
1 representative from each team will roll 1d10, the highest roll can decide if they wish to go on the Offense first (meaning to head towards the Endzone / Goal) or Defense ( to prevent the other team from getting to the Endzone). The Team who wins the coin Flip will have their Endzone at the 0 Yard line, the opposing teams Endzone is on the 50 Yard line.
Making Plays
The offensive Team will have the control of the ball, and will use execute a play.
(* as this is still in the works, the play that we will be using will be a Short Pass, more may come as this develops) the point of a play is to keep moving towards your teams Endzone, whether it is on the 0 Yard Line, or the 50 Yard line.
____Short Pass Play
Quarterback or QB (OwO) will get in position and look for a member of the squad that looks like they can receive the pass.
Quote:
The Quarterback will also roll 2d10
* First Die: Correlates with the member of the squad that you will throw the Ball to.
* If the First Die lands on a number that does not correlate with a member of your squad, it is considered a Dead ball/ incomplete pass
* Second Die: The distance that the ball has travelled (measured in Yards)
Quote:
Defense members rolls 1d10
Maybe a member of the mob is chasing down someone on offense, maybe they are trying to block the QB from seeing their target, maybe they are breaking out some funky fresh moves and kicked the in air ball towards the FEARleaders.
* A 1-2 or 9-10 will result in the ball being blocked
* A 5 will result with the ball being intercepted, in which the very same player should roll a 1d6, and run in the Opposite direction, toward their own Endzone. (*see below for info on interceptions)
Quote:
Squad member receiving the pass should roll 1d10
* 1-4 will result with an incomplete pass
* Anything other than that, huzzah you did the thing!
DO THE THING! WIN THE POINTS!
The Team in control with the ball will have a chance to progress further down to their respective Endzone/Goal.
Each failed attempt, be it from an incomplete pass or Dead ball result in a Down.
After 4 downs or unable to make 10 yards after four attempts, you will have to relinquish control of the ball to the opposing team, who will them have to try to make it to their goal to get a Beatdown.
Once you have scored a beatdown and gained a point, the opposing team gains control of the ball and must start 40 Yards away from their respective Endzone (the 10 or 40 Yard Line).
Interception!
* An Interception means that a member of the Mod was able to get the ball from the Squad, in which the very same player should roll a 1d6, as they will be heading over to where their Endzone is, in the opposite direction.
(EX: Play starts at the 32nd yard line and heading to 0, where the ball is thrown 4 Yards and gets intercepted at the 28 Yard line, it is then run 6 yards (towards 50), meaning that it would end upon the 34 Yard line in the hands of the opposing team, who’s only 16 yards away from their Endzone!)
Sidenotes
QB cannot be tackled.
No field goals, kickoff or extra point conversions for the sake of everyone’s sanity.