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Reported Errors | FAQs | Information Request

This is a support site for the 4th Street Software football board game. 

Errors

Occasionally errors will occur on player rating zones, in the rules, or elsewhere.  If you suspect an error, please submit it using the form at the bottom of the page.  The links below contain links for files saved in Word 2000 format.  Although only the player listed is effected by the changes, the entire sheet that contained his ratings is included.  All are in color.  If you need black and white, simply choose that option from your printer options box when printing.

2006

Brodie Croyle, Kansas City, was inadvertently excluded from the player database.

2005

Scott Shanle, Dallas, should have C-D-E ratings of 3-2-1 rather than 4-3-2

Drew Henson, Dallas, should have an injury rating of -7 rather than +5

Jake Scott, Indianapolis, should should also be rated to play at T

2004

Micah Knorr's injury rating should be "-1" rather than "-5"

Justin Smiley was 23 last year, not 65 :^)

Sean Mahan, OL Tampa Bay, should have A-B-C-D-E ratings of 6-6-6-6-6.

2002

Marvin Harrison should have a Fatigue rating of "5".

Charlie Batch should have C, D and E ratings of 6-6-6.

The following Audible ratings for these quarterbacks should be changed if you purchased your team sheets before 7/1/03:

Quarterback Team Audible Rating
S Beurlein Den 7
T Brady NE 7
D Brees SD 6
M Bulger StL 6
D Carr Hou 6
C Chandler Chi 6
K Collins NYG 7
K Detmer Phi 6
A Feeley Phi 6
D Flutie SD 6
R Gannon Oak 9
J Garrett NYG 5
J George Sea 5
T Green KC 7
B Griese Den 6
M Hasselbeck Sea 7
K Holcomb Cle 7
B Johnson TB 8
D Johnson Atl 6
S King TB 5
J Kitna Cin 7
T Maddox Pit 7
R Peete Car 7
C Pennington NYJ 7
J Plummer Az 6
K Stewart Pit 6
A Van Pelt Buf 6
M Vick Atl 6
K Warner StL 7
C Weinke Car 5
A Wright Bal 5
D Wurffel Was 6

2001

K Lassiter (pretty much the entire set of ratings in each column need to be changed)

K Poole (not included in the 2001 player file, but should be)

1970

The following Audible ratings for these quarterbacks should be changed to:

Quarterback Team Audible Rating
Berry Atl 6
Bland Oak 6
Brodie SF 9
Carter Cin 6
Dawson KC 8
Gabriel LA 7
Griese Mia 8
Hadl SD 7
Hart StL 6
Jurgensen Was 9
Kapp Bos 6
Kilmer NO 7
Lamonica Oak 7
Landry Det 6
Morrall Bal 7
Morton Dal 7
Munson Det 6
Namath NYJ 7
Nelson Cle 7
Snead Phi 6
Starr GB 8
Staubach Dal 6
Tarkenton NYG 8
Unitas Bal 9
Woodall NYJ 6

Frequently Asked Questions:

These are questions frequently asked by customers:

How do weather effects enter in to the game?

Weather has been categorized into four areas: “Hot”, “Cold”, “Wind” and “Precipitation”.

Before the start of the game, roll the d10 twice in succession.  Combine the two rolls (e.g., if the first roll was a “1” and second was a “2”, the combination would be “12”).  Compare this to the team’s “Weather Chart”, found on the platoon sheet (older versions of the platoon sheets do not have these values available and will be offered as a free download from the 4th Street web site when they become available).

A sample Weather Chart is below:

Weather Effects:  Soldier Field 

Advantage: Grass  Disadvantage:  Turf

 

Aug

Sep

Oct

Nov

Dec

Jan

Feb

Hot

20

20

15

5

2

0

0

Cold

0

0

12

25

37

50

50

Wind

30

30

30

30

30

30

30

Precip

20

20

20

20

20

20

20

If the roll is in the range listed underneath the month of the game, the weather is not optimal to play football.  Had it been August, this game would be played in HOT conditions. 

Repeat the process for the other three weather categories, if applicable.

Use the following changes when the following weather events are in effect:

Weather

Effect

Rain

Occurs when there is precipitation and it is NOT COLD.  Reduce all offensive ratings by 1.  Add 2 to the fumble ratings for all players. 

Windy

The wind is blowing from left to right (large game board) or north to south (solitaire game board).  When throwing a pass with the wind, add 1 to all of the QB’s C, D and E ratings.  If throwing against the wind, subtract 1 from all of the QB’s C, D and E ratings.  Add an additional d10 yards to all field goal and extra point attempts when determining which column to use on the kicker’s card (but the kick is actually scored statistically using the same method as usual) when kicking in to the wind, and subtract d10 yards when kicking with the wind.  On punts, add an additional d10 yards to the punt when kicking with the wind and subtract d10 yards when kicking in to the wind.  Remember to switch sides at the end of quarters!

Snow

Occurs when there is precipitation and it is COLD.  Reduce all offensive ratings by 1.  Add 2 to the fumble ratings for all players. 

Warm

Decrease all fatigue ratings by 1 for all players.

Hot

Decrease all fatigue ratings by 2 for all players.

Cold Add 2 to the fumble ratings for all players.

Some teams are immune to some of the weather effects, and may have other advantages or disadvantages on turf or grass surfaces.  These are also outlined in the Weather Chart. 

The team operating out of Soldier Field has an advantage on grass, and a disadvantage when playing on artificial turf.  Therefore, when playing on grass against an opponent having a disadvantage on grass, add 1 to all player ratings during the course of the game.  When this team goes on the road and plays a team on an artificial turf surface which has an advantage on turf, add 1 to all of the opposing team’s ratings during the game.  When playing a game on grass against another team having an advantage on grass (or does not have a disadvantage on grass), make no ratings alterations unless other weather effects dictate it.  Likewise, if playing on a turf surface against a team having a disadvantage on a turf surface (or does not have an advantage on turf), make no changes to ratings unless other weather effects force the issue.

All weather effects are cumulative.  A team playing at Solder Field may encounter rain, wind, and turf-trouble, which could REALLY hurt their chances of winning.  A quarterback for a team having a disadvantage on turf could have his ratings drop by as much as 3 points in this situation if throwing in to the wind!

On a pass play result of 45 where the quarterback must run and loses yards, who is credited with the sack?
If the "45" result number was found on a defensive player's card, credit him with the sack.  Otherwise, the QB has made it to the line of scrimmage (rather than being tackled for a loss) and the result of the play is a 0 yard gain (no sack is credited) on the run.

The defense double covers a WR on an out pattern. The 10 sided dice roll was 7 so the defense won the matchup. Which defensive player card should the result come from? The defense had their LCB and nickel back covering him. I would assume you would use the player with the higher rating but what if they are both the same?

Use the player with the lowest "token value", as per below:

1 LDE
2 LDT
3 RDT
4 RDE
5 LLB
6 MLB
7 RLB
8 LCB
9 RCB
10 SS
11 FS

This is a change from  version 1.0 rulebook, where the player with the highest token value is used. This will be revised in the version 2.0 rules.

As you are in a nickel defense, the nickel back would be substituted in for one of the LB's (presumably the MLB). Therefore, he would be "the guy".

ALTERNATIVE

As many gamers...especially solitaire gamers...don't always use tokens, here is another method of resolving whose card to read the result off of in a "stack" situation (contributed by John Allain):

"On running plays, DL always beats LB, which always beats DB.  When it's two players of the same category, inside always beats outside.  That is, the MLB beats OLB, S beats CB, DT beats DE.  The "winner" is the card the results are read off of.  Along these lines, on pass plays - DB's always beat LB's, which always beat DL.  If two of the same player types are in the same zone, the player who was originally there should have the play result read off of his card.

Is 4th Street planning on releasing any more "retro" seasons?
The 1970, 1971 and 1972 seasons have been released and are available for purchase in both board game and computer game format.  The next season will most likely be 1969.  Its release date has not been set, but will most likely be in the winter of 2006.
 
When are new seasons usually released?
Typically in early to mid-June each year.
 
I am thinking about starting a board game draft league.  Can sheets be constructed which have player ratings on them based upon our newly drafted team rosters?
Yes!  You need to contact Bryan with an e-mail (scroll to the bottom of the page) for more details.  Typically, this involves you first drafting the players and setting up platoons using the computer game, then sending 4th Street a "platoon" file so that we can port over the information into the board game format.  As of summer, 2004, the cost is $10 per team.
 
I don't understand the ABCDE ratings at all.  Do you have a primer on that?
These ratings are at the heart of the game.  They help determine the matchup winner on virtually every play.  The ratings have different meanings for different positions.  The following is a brief rundown on what each rating means for each position:
 
Position A B C D E
OL

Avg Rating

power run

7

quick run

7

short pass blk

7

med pass blk

7

long pass blk

7

QB

Avg Rating

QB sneaks

7

scramble

7

short pass

7

medium pass

7

long pass

7

RB

Avg Rating

power run

7

quick run

7

short pass rec

7

med pass rec

7

long pass rec

7

TE

Avg Rating

power run

7

quick run

7

short pass rec

7

med pass rec

7

long pass rec

7

DL

Avg Rating

run defense

3

pass rush

3

short pass def

1

zone defense

0

man defense

0

LB

Avg Rating

run defense

3

pass rush

3

short pass def

3

zone defense

2

man defense

1

DB

Avg Rating

run defense

2

pass rush

2

short pass def

3

zone defense

3

man defense

3

These average ratings are average ratings for starters...not reserves.  On each play the ratings of two players are matched up against one another.  For example, on a counter (quick running play), the "B" rating of the offense's left guard (LG) and the "A" rating of the defense's right defensive tackle (RDT) may be called into question.  If the LG's "B" rating is an 8 and the RDT's "A" rating is a "2", the offensive player will win the matchup 70% of the time.  Why?  Because 8 minus 2 is 6, so results 0 through 6 on a d10 roll (7 chances out of 10) will be won by the offense.  The actual play result is then read from the appropriate column of the winning player's ratings. 

All of this is done "under the skin" in the computer game, but is done on every play nevertheless.

What is the "x" rating used for?
"x" is a special blocking rating, primarily used only on TEs, RBs, and WRs.  Occasionally, these players will have their blocking abilities called into question (especially TEs and FBs).  The rating is used in the same manner outlined above for the ABCDE ratings.
 
Is the "x" rating ever used for defensive players?
Only if you decide to use one on offense, such as a blocking fullback like "The Fridge".
 
I think I get the zone/combo/man coverage rules.  When used, LB's always play "zone" and use the value called for on the play card ("C", "D", or "E") depending on the zone they're in.  However, man cover DB's always use their "E" rating.  However, the rules indicate that zone DB's always use their "D" rating - regardless of the zone they're in.  Is this true?  What if they'r up in the LB zones and the play card calls for the use of their "C" rating?  Is this only true when playing a "combo" coverage or "man" coverage?
When ever a player is in the LB zones, use the "C" ratings no matter who it is...DB, LB, or even a DL.  You're completely right on the LB's.  For DBs, use their "D" rating when they are in zone, but use their "D" or "E" column after they win a matchup, depending upon if they are in the medium or long passing zones.  So....if a matchup is called between the free safety (who is in the deep passing zone playing zone defense) and a WR, use the FS's "D" rating and if he wins the matchup, use his "E" column to find the result.  It's the same with man-to-man, except you'd use the player's "E" rating.
 
 
Are special teams plays the only plays that can have fumbles occur when the d10 and d20 match?
And also interception and fumble returns.
 
How about the "KC", "KR", "PR" and "PC" ratings?
These are used for kick coverage, kick returns, punt returns and punt coverage, respectively.  They are used in the same manner as outlined above for the ABCDE ratings.
 
How can more than 7 players rush the punter?  Also, I understand the benefit (d20 check more likely to result in a rush situation).  However, what's the penalty?  Doesn't seem that the other two or three guys back there really do much anyway (other than 20 on d20 results in the secondary return guy getting the ball).  By rushing two of them, I don't seem to lose much in the punt return.
If you move players into the front zone OR the LB zones, they are considered to be rushing the punter.  Actually, the punter's columns are set up so that they will yield a longer punt when rushed, but have a chance of having the punt blocked.  Also, if you move a player from his usual position in order to increase the rush, he is no longer able to block and the kicking team player should automatically win the matchup.
 
I have a question with regard to interceptions.  When the play results reads "Interception 20 + d10 yards downfield" and after rolling the d20 and checking the interception rating on the QB card and the result is not an interception, is the pass caught by the receiver for 20 + d10 yards or is it an incomplete pass?
The pass is incomplete.

When a linebacker is brought to the front line to "blitz" I see no gain
in doing this. All he does is leave his linebacker position empty and he
would still be filling the hole he is in even from back there.

In order to rush a passer, a player must be in the first set of zones.  If
an offensive matchup (say, involving the center) occurs where there is no
player opposite him, the offensive player automatically wins the matchup.
Therefore, a balance of blitzing and "playing it straight" needs to be
implemented.

In page 8 of the rulebook, it is written "...a defensive token (numbered 0-10)..." but the defensive tokens are numbered 1-11.  Is this a mistake?

Yes, that is a typo.

The ball is snapped from the opponent's 15 yard line, and the passer chooses a medium pass.  The pass is intercepted by a defender (result code is 65, intercepted 20+d10 yards downfield).  In this case, the position of the interception is beyond the end zone (d10 roll is an 8, so the ball is caught 28 yards down the field...3 yards past the end line of the end zone).  Is this an interception or an incomplete pass?

The pass is incomplete.  If the die roll had been 5 or less, the ball would be considered caught in-bounds (yes, even on a 5...the defender "just kept his feet in").

On kickoffs, when the kick reaches into the end zone, can the coach choose to return the kick or is it an automatic touchback?

The coach can choose to return the kick, but it is recommended that if the kick is more than 3 yards deep, a touchback is taken.

 

Play Card Fixes

Several of the play cards that come with the original game have been updated.  The fixed cards do not have the same clarity, but are made in color.  Download them, unzip, and print out on card stock (4th Street uses 110# tag).  This file also contains the play cards that were only available via download prior to October 1, 2004 ("Additional Play Cards").  The file is in Microsoft Word 2000 format.

Improved kicker cards

The older kicker cards (pre-2003) did not include a longest field goal rating.  These improved cards have the kicker's longest attempt next to their position listing...in the example shown below, 56.  So this player would not be able to attempt any field goal from beyond 56 yards (remember to add in the extra yardage...17 for modern era games, 7 for games before 1974...to the yard line when calculating field goal length!).

Older era kickers have also had their cards changed to reflect field goal distances more accurately.  Rather than the "x  30  40  50  >  KO" line (as shown above, their cards show "x  20  30  40  >  KO" instead.

These cards may be printed on standard paper OR on card stock.  They are in Microsoft Word 2000 format.  Click here to download the entire set!

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Last modified: 03/05/07