The referee first flips a coin to decide which team chooses to kick-off or receive the ball. After each coach has positioned his players on the pitch, it's time for the kick-off and the match can start! A match has 2 halves of 8 rounds each. If neither of the two teams is leading at the end of the two halves, there is a 3rd half of 8 rounds, using the rule of 'Sudden Death': the first team to score a touchdown wins the match.
Coin Toss
Every American Blood Football match starts with a Coin Toss. The winner can decide to kick-off (play defence) or receive the ball (offence).
Positioning the players
The defending team (who kick off) positions their players on the pitch first. You can place your players manually or select one of the suggested formations. You can also record the formations you create to add them to the list of formations.
A formation must respect two things:
  • There may be no more than two players in each lateral zone.
  • There must be at least three players on the halfway line of the pitch (Kick-off zone)
Once the two teams are in place, the defending team kicks the ball. They decide where to send it. You can change the active player and pick a formation from one of those available. Note that the kick-off is very imprecise. If the ball does not land in the opponent's half of the pitch, the latter then picks one of their players, who is given the ball directly.
Kick-off events (or Kick-off table)
For each kick-off, dice are rolled to see what events take place. The results are influenced by popularity, the presence of cheerleaders and the presence of assistants. See 'Glossary' for more details on the kick-offs.
Basic actions
Moving, Tackling & Dodging
Each player can move a number of squares equal to his MA, in any direction. Nonetheless, a player cannot move onto squares occupied by another player.
Go For It !
A player can try to Go For It (or GFI). Go For It lets him move two extra squares, but with a chance of falling on each additional square.
Blocking, Supporting, Blitzing, Attacks & Injuries
A player can block an opponent who is on one of the eight squares around him. A block is a contact action which knocks the opponent down.
To determine the result of a block, the block dice is used. The number of dice rolled depends on the strength of the two players.
- If the strength is the same, a single die is rolled.
- If one player is stronger than the other, two dice are rolled and the coach of the stronger player determines the result.
- If one player is at least twice as strong as the other, 3 dice are rolled and the coach of the stronger player determines the result.
Blocking Die - possible results
  • Defender Down
    The defender is pushed back and knocked down. In general, this is the most sought after result for an attacker.
  • Defender Stumbles
    The defender is pushed back and then knocked down, unless he has the Dodge skill, in which case he is only pushed back
  • Defender Pushed Back
    The defender is only pushed back.
  • Both Down
    Both players are knocked down unless one or both possess the Block skill since the Block skill prevents a player from being knocked down. If an attacking player is knocked down it results in a turnover against his team.
  • Attacker Down
    The attacking player is knocked down. This is a much sought after result for a defender as it causes a turnover in favour of his team.
Note: other skills in the game may influence the dice result (see 'Skills' section)
Players can support a teammate during a block.
The attacking player (who is blocking) receives a bonus of +1 in Strength per supporting teammate.
The defending player (being blocked) can be assisted by his teammates, and receives a bonus of +1 in Strength per supporting player.
To provide support, a teammate must:
  • be in contact with the opposing, blocking player
  • be unmarked: meaning not be in the tackling zone of another opposing player
  • be standing.
Supporting players are not affected by the result of the block.
A support is not considered to be an action and can be tried several times per round by the same player.
A player can Blitz once per round. It lets a player block and move in the same round.
Note: The Blitzing player can move before and/or after the block.
A knocked-down player ends up on his back and loses his tackling zone. A player on the ground can get back up at a cost of 3 movement points in the next turn. Note: A player who gets back up cannot block in the same game round, unless he is Blitzing
If the player carrying the ball is knocked down, he loses the ball, which bounces onto the adjacent squares. The suffers a turnover
It is forbidden to attack a player who is down. On the other hand, as the referees don't always pay close attention, it is still sometimes possible. But a player who tries to Attack has one chance in six of being kicked out of the game by the referee.
It is possible to try one Foul per round. If the attacked player's armour is lower than the dice roll, then he is injured. (see section on 'Injuries')
Passing, Hand-offs and Intercepting
Only one pass may be made per round. The passing player has the right to move before trying to pass.
Once the target of the pass has been chosen, an agility roll is made to see if the throw is successful.
If the throw is successful, the receiving player must also make an agility roll for the reception.
Note: The longer the pass the lower the chance of success.
The hand-off is a pass made to an adjacent player. Only the reception roll is made.
Note: it is possible to try a pass and a hand-off during the same round.
An opposing player can try to intercept a pass. The success of the interception depends on the agility of the intercepting player. To make an interception a player must be in the ball's path
Note: If several players are in the ball's path at the time of a pass, the opposing coach decides which of his players will try to make the interception.
To score a Touchdown, a player must be in the opposing end zone with the ball in his hands.
The winner of the match is the player who has scored the most Touchdowns at the end of the 2nd half.
Special actions
The players have or can acquire skills that let them perform special actions.
Once acquired, some skills are automatically activated during the match while others require the player to perform a manual action before they can be applied.
For more information on Skills, refer to the section on 'Skills'.
1. Score screen
This is where the match score is displayed, along with the half and the time.
2. Menu
Opens the Pause Menu where you can change the options, forfeit a match and quit the game.
3. End-of-round button
Click this button to end the round. To the right, the time you have left to carry out actions is displayed.
4. Timeline
This displays the current match round and the number of remaining rounds.
5. Team
Team icons and names, as well as the name of the coach, are displayed in the corners. The number of remaining people on the coaching staff is also displayed in this zone.
6. Selected players
The information on the players selected is displayed here. His name, level, portrait, statistics (MA, S, AG, AV), class, SPP, skill icons and number are shown.
7. Log
This is the record of all of the dice rolls from the previous actions.
8. Action Menu
When you select a player, this displays the list of actions he can undertake.
9. Blocking dice display.
When you select a player that you want to block, the number of dice that will be rolled is displayed above the attacked player. When the block is made, the results of the dice roll(s) are displayed in the same place. You select the result that you want to keep.
10. Support
A \'+1 Strength\' is displayed above the heads of the players who are supporting the block.
11. Tackling zones
The players' tackling zones are indicated around them. A square with -1 indicates that this square is in a single player's tackling zone. A square with -2 indicates that this square is in the tackling zone of 2 players, and so on. When you select one of your players, the opposing tackling zones are displayed. When you select an opposing player your tackling zones are displayed.
12. Movement zones
The white-bordered squares in the zone are the squares the selected player can move to. The squares with the Red and White dotted lines with dice inside are the squares where your player can Go For It.