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Card game geeks...check this out...
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Card game geeks...check this out...
Okay, so I'm a tabletop gamer and have long wanted a CFB themed game that would work well while tailgating. I finally hammered something out recently that's working pretty well. I'd love some feedback on the rules. I've attached the cards I made for my Panthers, and if anyone wanted to make something similar for their team, I'd find that to be awesome (I can share the template and whatnot).

The cards:


.jpg  Panther cards 1.jpg (Size: 110.61 KB / Downloads: 6)

.jpg  Panther cards 2.jpg (Size: 99.39 KB / Downloads: 4)

.jpg  Panther cards 3.jpg (Size: 55.75 KB / Downloads: 4)

The rules:

Card Table Football

This game can be played with just a standard deck of cards and zero player cards. When you first learn the game, you may prefer to play it this way and slowly work in player cards one or two at a time. For the standard game, each coach selects five player cards to represent the focus of their team. One of these cards must be a quarterback. These cards are placed face-up in front of the coach.

If a player card has an ability that can be used once per half or once per game, indicate that it has been used by turning the card sideways. At the beginning of the next half, if appropriate, turn it upright again.

Basic Rules

Shuffle the deck and deal five cards to each player. Flip a coin or something to determine who gets the ball first.

Drives are carried out in a series of attempts. Note that these don’t necessarily represent individual plays, but tendencies of the offense. The suits each have different meanings:

Hearts = Rushing offense
Diamonds = Passing offense
Spades = Rush defense
Clubs = Pass defense

For value purposes, face cards count as 10, and aces can be 1 or 11.

To start an attempt, the offensive coach may play any number of offensive cards (hearts or diamonds) to the table. The defensive coach may then play defensive cards that match the type of offense in play. If the defensive coach’s cards exceed the offensive cards in value, it’s a failed attempt. (Note that ties go to the offense.) Two failed pass attempts or one failed run attempt stops a drive. On a pass attempt, if the defensive coach matches the offensive value exactly, it’s an interception.

Two successful attempts in a drive scores a touchdown (plus extra point).

A coach may choose not to play an offensive card (or may not have one). In this case, they must play at least one card of any suit in order to “throw away” the ball. This counts as a failed pass.

If a coach plays at least one offensive card, and their opponent can’t play a defensive card of any type (even if it doesn’t match the type of offense), the drive automatically ends in a touchdown.

After each attempt, both coaches may discard any number of cards and draw up to a new hand of five cards. The coach about to be on offense does this first.

If a drive is stopped after one success, the offensive coach may attempt a field goal. Without drawing a new hand, they may play one card of any suit. The field goal can be stopped if the defensive coach can play a single card of greater value. Any drive that doesn’t end with a score, interception, or field goal attempt is treated as a punt situation.

Going through the deck once is one half of play. After drawing all cards, coaches may still play cards from their hands until there are no viable plays left. For the second half, reshuffle all cards and deal out new hands of five to each coach.
09-03-2015 09:42 AM
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