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 Batchshould 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:
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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Notes
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Last modified:
03/05/07