APBA FOOTBALL Conducting Season Replays Tips for Solitaire
APBA FOOTBALL Conducting Season Replays & Tips for Solitaire Play
Introduction • • Preparation Standardization Setup Method of Play (Neutral Downs) Method of Play (Trick Plays) Method of Play (Situational Downs) Method of Play (Within final Two-Minutes of Game)
Preparation • Recommend using Phil Milloy’s “Dice Range Calculator” as an alternative to Section III of the APBA rule book • • Determine Receiver, Sack, & Interception Allocations for every team Accurately reflects the substitutions within all personnel packages – Pro-Set, 2 TEs, 3 WR, Standard, Nickel & Dime Defenses Speeds up play – Only one dice roll required instead of rolling until a starter is selected – Eliminates having to “rotate” players Reserve players are active participants
Dice Range Calculator
Preparation • Optional Innovations – “Fletch 67” Defensive Ratings (S. Fletcher) – H. Ahlskog’s “Forced Fumble & Recovery” Charts – H. Ahlskog’s “Fumble Frequency Number” for skill/special teams players – Sack Modification (Barath) • Upon sack, determine defender through “Allocation” system • Roll dice, if dice roll is between 11 – 51, award defender full sack. • If dice roll is 52 -66, roll dice again and check for new defender via “Allocation” system. • If same player, award defender full sack. If different defender, each player is awarded ½ a sack.
Proprietary to Mark Zarb • Optional Innovations – “Sack & Interception” Ratings • Based off each team’s sack & interception per attempt – "Yards Per Catch" (YPC) Receiver Ratings • Distinguishes between deep threats, possession receivers and RBs catching out of backfield – “Penalty Tables” & Charts • Rates teams propensity for being penalized against a particular opponent – “Kick Coverage” Tables • Rates team’s ability to cover kickoffs & punts – “Kick Returns” Tables • Rates team’s ability to return a kick or punt
Preparation • Create team index cards for each team – List all receivers on team roster • Ratings, allocation number & YPC ratings – List offensive & defensive indexes – Fletch 67 ratings with associated keying rating – Sack/Interception rating – Annotate actual rushing long for rushers • Back of team index cards – List all defensive players who recorded a sack or an interception • Sack/Interception allocation numbers – Skill & special team players FFN, if applicable – List all OC kick returners & TC punt returners • Kick/punt return allocation numbers
Team Index Card
Preparation • Create data collection Excel workbooks for each team – Capture team & individual stats – Comparison of Actual/Replay Stats • Create Master workbooks for each League (AFC & NFC) – Link Team workbooks to Master • Standings & points scored/allowed • Team Offense & Defensive Categories – Compare league average against replays • Individual Statistical Categories – Passing, Rushing, Receiving, Interceptions, Sacks, Field Goals, Punt & Kick Returns
Team Workbook
Master League Workbook
Standardization • “RP Plays” – Only allow one per team per situation • • • Run Plays (RP 1 - RP 4) Pass Plays (RP 5 – RP 8) Kicks (RP 9 – RP 10) Punts (RP 18 – RP 20) Placekicking (RP 11 – RP 13) Returns (RP 14 – RP 17) – Any additional RPs will be treated as a penalty (board result 35)
Standardization • Running Plays – Outside Run • Carded runners 5, 7, 9 (100%) • Carded runners 15, 16, 17 – Outside & Inside Runs (50/50) – Monitored in increments of 10 – Inside Run • Carded runners 4, 6, 8 (100%) • Carded runner 15, 16, 17 – Outside & Inside Runs (50/50) – Monitored in increments of 10
Standardization • Running Plays – Outside Run • Carded runners 5, 7, 9, 15, 16, 17 – Outside & Inside Runs (60/40) – Monitored in increments of 10 – Inside Run • Carded runners 4, 6, 8, 15, 16, 17 – Outside & Inside Runs (40/60) – Monitored in increments of 10 – Limit runners to their actual long gain • Board results 1, 2, 13, 14 & 31 - 36
Proper Usage of Running Back Cards
Standardization • Passing Plays – Short Pass & Screen Passes (60%) • Monitored in increments of 10 – Medium & Long Passes (40%) • Monitored in increments of 10 – Limit receivers to actual long for board results 13, & 31 - 36 • Kickoff Returns – All kicks that land 4 yards into end zone must be returned – The return is optional if kick is 5 or more yards deep into end zone
Standardization • Kickoff & Punt Returns – Stopped mirroring actual box score for return specialist – Board result determines returner • o 9 – Primary returner (OA) • o 10 – Secondary returner (OB) • d 10 – Primary returner (TA) • d 11 – Secondary returner (TB) • Alternate codes (o 11, o 6, o 3, d 7, d 5, etc) – Refer to back of Team Index Card – Roll dice, check allocation ratings to determine OC/TC return specialist
Setup • Print J. Hart’s modified Detailed Score Card • Review actual box score (Pro-Football Reference. com) – Customize Detailed Score Card to reflect box score – Annotate QB, HB, FB, K, & P that participated in actual game – List all receivers on team roster – List OA/OB & TA/TB return specialists – Annotate indexes, Fletch ratings, keying ratings, fumble ratings, etc. – Pre-position QB, RBs, K, P, KR & PR cards on playing surface
Pre-Game Detailed Score sheet
Completed Detailed Score sheet
Method of Play – Neutral Downs • Neutral Downs – Offensive Formation (Pro-Set) – Defensive Formation (Standard) • • • 1 st down unless greater than 15 yards 2 nd & 10 yards or less 3 rd & 2 to 4 yards 4 th and 2 yards Any two-point conversion attempt
Run Play – Neutral Downs • Call inside or outside run & runner’s name • Draw plays will only come off audibles on “Situational Downs” • Step 1. Determine offensive index & defensive alignment – Roll four dice (two different colored sets of dice) • Check dice against “Offensive Index Finder System” – This will be conducted for each offensive play • Check dice against “Fletch 67” to determine defensive alignment against the run – This will be conducted on every neutral down play – If defense is in best alignment – Run (G) » Check if dice roll is within key rating • Step 2. Determine play result – Roll one set of dice & check runners RPN – Refer to appropriate board for play result • If keyed, implement line change – Annotate Detailed Score Card – Move football, down, & distance marker accordingly
Run Play Demo https: //www. youtube. com/watch? v=dtc 9 X I 4 S 97 E
Pass Play – Neutral Downs • Pass Play (Against S or G Defense) • Step 1. Determine offensive index & defensive alignment – Roll four dice (two different colored sets of dice) • • Check dice against “Offensive Index Finder System” – This will be conducted for each offensive play Check dice against “Fletch 67” to determine defensive alignment against the pass – This will be conducted on every neutral down play • Step 2. Determine intended receiver & play result – Roll four dice (two different colored sets) • • Check allocation ratings to determine receiver (black set of dice) Check QB RPN (traditional set of dice) for play result number – Refer to appropriate board for play result • • If pass complete, check receiver’s YPC rating and make short/medium board & yardage adjustment If applicable, implement “Sack & Interception” innovation – Annotate Detailed Score Card – Move ball, down & distance markers accordingly
Pass Play – Neutral Downs • Pass Play (Against “D” alignment) • • Step 1. Determine offensive index & defensive alignment – Roll four dice (two different colored sets of dice) • Check dice against “Offensive Index Finder System” – This will be conducted for each offensive play • Check dice against “Fletch 67” to determine defensive alignment against the pass – This will be conducted on every neutral down play • Check if dice roll is within double coverage (keyed) rating Step 2. Determine intended receiver & play result – If not keyed, roll five dice (extra die of different color) • Check allocation ratings to determine receiver (black set of dice) • Check QB RPN (traditonal set of dice) • Check fifth die, if result is 1 -5=no blitz, 6= blitz – Refer to appropriate board for play result • If applicable, implement line changes for double coverage or blitz • If pass complete, check receiver’s YPC rating and make short/medium board & yardage adjustment • If applicable, implement “Sack & Interception” innovation – Annotate Detailed Score Card – Move ball, down & distance markers accordingly
Pass Play Demo
Yards per Catch (YPC) Demo
Method of Play – Trick Plays • Trick Plays (i. e. , bootleg, end around, & non-QB pass) – Can be called once per half against Standard or Nickel defense – Roll dice to determine defense • Result 11, 33, or 66 indicates “Trick Play” defense was called – 7 yard rushing loss by the ball carrier/intended passer • For all other dice rolls – Read the board number 2 -lines up (i. e. , 5 to 3) – “D” alignment against run, “G” against pass • On run plays, if card number is 1, 2, 3, 4, 13, 14, 15 or 31 – 36, USE IT AS STANDS • On pass plays, if card number is 1, 13, or 21 – 36, USE IT AS STANDS
Situational Down & Distance
Unique to Situational Down & Distance • The first four lines of this chart apply only to passing situations • The last line applies only to run situations • Audibles can only be used on Situational Downs – If Standard defense is in “G” alignment on a called run play (last line of chart) – If any defensive (standard, nickel or dime) alignment is in “D” alignment on a called passing play (first 4 lines of chart) – Unlimited audibles (this is a contradiction to APBA rules) • Audibles can be ignored in key “end of game” situations • Keying runner/Double Coverage on receiver – Standard defense can key a runner & double cover a receiver – Nickel/Dime defense can NOT key a runner, only double cover a receiver • Nickel/Dime defenses can be in either “D”, “S” or “G” alignment against run (this is a contradiction to APBA rules) – If dice roll results in “G” on a passing play this indicates “Blown Coverage” (this is a contradiction to APBA rules) – If dice roll results in “D” on a running play this indicates “Blown Gap Control” - this is a contradiction to APBA rules
Personnel Groups • 1 st & >15 or 2 nd > 10 – Offensive Formation (Pro Set) – Defensive Alignment (Standard) • Only call short, medium, or long passes – Inside/outside runs, draw plays and screen passes will not be called but can occur resulting from an audible • No one per quarter quota
1 st & >15 or 2 nd > 10 • Pass play against “D” alignment – Step 1. Determine offensive index & defensive alignment • Roll four dice (two different colored sets of dice) – Check dice against “Offensive Index Finder System” – Check dice against “Situational Down & Distance” chart (result was dice roll 11 -43) – Check if dice roll is within key rating (dice roll 11 -13) » Double coverage always takes precedence over a blitz. – Step 2. If receiver not “double covered”, roll five dice (two different colored sets of dice & additional colored die) – Check for an audible (black set of dice) » » No Audible: Dice rolls 21 – 66 Audible: Dice roll 11 -16 (no one per quarter quota) – Check allocation ratings to determine receiver (traditional set of dice) – Check fifth die, if result is 1 -5=no blitz, 6= blitz
1 st & >15 or 2 nd > 10 • Pass play against “D” alignment – Step 3. Roll one set of dice to determine play result • No audible - check QB RPN • Audible – Inside/outside run or draw play » Check designated rusher RPN – Screen Pass » Check QB RPN • Refer to appropriate board for play result – If applicable, implement line changes for double coverage or blitz – If pass complete, check receiver’s YPC rating and make short/medium board & yardage adjustment – If applicable, implement “Sack & Interception” innovation – Annotate Detailed Score Card – Move ball, down & distance markers accordingly
1 st & >15 or 2 nd > 10 • Pass play against “S” or “G” alignment – Step 1. Determine offensive index & defensive alignment • Roll four dice (two different colored sets of dice) – Check dice against “Offensive Index Finder System” – Check dice against “Situational Down & Distance” chart » » “S” alignment (result was dice roll 44 -65) “G” alignment indicates blown coverage (dice roll 66) – Step 2. Determine receiver & play result • • Roll four dice (two different colored sets) – Check allocation ratings to determine receiver (first set of dice) – Check QB RPN (second set of dice) for play result number Refer to appropriate board for play result – If pass complete, check receiver’s YPC rating and make short/medium board & yardage adjustment – If applicable, implement “Sack & Interception” innovation – Annotate Detailed Score Card – Move ball, down & distance markers accordingly
Personnel Groups • 3 rd & 5 to 7 yards • Pre-1981 – Offensive Formation (Pro Set) – Defensive Alignment (Standard) • Still use the reduction rule (i. e. , B to C) • Reminder - Standard defense can be in “G” • Post-1981 – Offensive Formation (Pro Set) – Defensive Alignment (Nickel)
3 rd & 5 to 7 • Pass play against “D” alignment – Step 1. Determine offensive index & defensive alignment • Roll four dice (two different colored sets of dice) – Check dice against “Offensive Index Finder System” – Check dice against “Situational Down & Distance” chart (result was dice roll 11 -36) – Check if dice roll is within key rating (dice roll 11 -13) » Double coverage always takes precedence over a blitz. – Step 2. If receiver not “double covered”, roll five dice (two different colored sets of dice & additional colored die) – Check for an audible (black set of dice) » » No Audible: Dice rolls 21 – 66 Audible: Dice roll 11 -16 (no one per quarter quota) – Check allocation ratings to determine receiver (traditional set of dice) » » Reduce index by one (i. e. A to B) Don’t reduce if receiver is an A* type – Check fifth die, if result is 1 -5=no blitz, 6= blitz
3 rd & 5 to 7 • Pass play against “D” alignment – Step 3. Roll one set of dice to determine play result • No audible - check QB RPN • Audible – Raise offensive index by one (B to A or C to B) & add 1 yard to any gain – Inside/outside run or draw play » Check designated rusher RPN – Screen Pass » Check QB RPN • Refer to appropriate board for play result – If applicable, implement line changes for reduction rule, double coverage or blitz – If pass complete, check receiver’s YPC rating and make short/medium board & yardage adjustment – If applicable, implement “Sack & Interception” innovation – Annotate Detailed Score Card – Move ball, down & distance markers accordingly
3 rd & 5 to 7 • Pass play against “S” or “G” – Step 1. Determine offensive index & defensive alignment • Roll four dice (two different colored sets of dice) – Check dice against “Offensive Index Finder System” – Check dice against “Situational Down & Distance” chart » » “S” alignment (result was dice roll 44 -65) “G” alignment indicates blown coverage (dice roll 66) – Step 2. Determine receiver & play result • Roll four dice (two different colored sets) – Check allocation ratings to determine receiver (first set of dice) » » • Reduce index by one (i. e. A to B) Don’t reduce if receiver is an A* type – Check QB RPN (second set of dice) for play result number Refer to appropriate board for play result – If pass complete, check receiver’s YPC rating and make short/medium board & yardage adjustment – If applicable, implement “Sack & Interception” innovation – Annotate Detailed Score Card – Move ball, down & distance markers accordingly
3 rd & Medium Passing Demo
Personnel Groups • 3 rd & ≥ 8 • Pre-1981 – Offensive Formation (Pro Set) • Exception: SD Chargers late 70 s – Defensive Alignment (Standard) • Still use the reduction rule (i. e. , A to B) • Post-1981 – Offensive Formation (3 WR set) – Defensive Alignment (Dime)
3 rd & > 8 • Pass play against “D” alignment – Step 1. Determine offensive index & defensive alignment • Roll four dice (two different colored sets of dice) – Check dice against “Offensive Index Finder System” – Check dice against “Situational Down & Distance” chart (result was dice roll 11 -53) – Check if dice roll is within key rating (dice roll 11 -14) » Double coverage always takes precedence over a blitz. – Step 2. If receiver not “double covered”, roll five dice (two different colored sets of dice & additional colored die) – Check for an audible (black set of dice) » » No Audible: Dice rolls 21 – 66 Audible: Dice roll 11 -16 (no one per quarter quota) – Check allocation ratings to determine receiver (traditional set of dice) » » Reduce index by one (i. e. A to B) Don’t reduce if receiver is an A* type – Check fifth die, if result is 1 -5=no blitz, 6= blitz
3 rd & > 8 • Pass play against “D” alignment – Step 3. Roll one set of dice to determine play result • No audible - check QB RPN • Audible – Raise offensive index by one (B to A or C to B) & add 1 yard to any gain – Inside/outside run or draw play » Check designated rusher RPN – Screen Pass » Check QB RPN • Refer to appropriate board for play result – If applicable, implement line changes for reduction rule, double coverage or blitz – If pass complete, check receiver’s YPC rating and make short/medium board & yardage adjustment – If applicable, implement “Sack & Interception” innovation – Annotate Detailed Score Card – Move ball, down & distance markers accordingly
3 rd & > 8 • Pass play against “S” or “G” – Step 1. Determine offensive index & defensive alignment • Roll four dice (two different colored sets of dice) – Check dice against “Offensive Index Finder System” – Check dice against “Situational Down & Distance” chart » » “S” alignment (result was dice roll 54 -63) “G” alignment indicates blown coverage (dice roll 64 -66) – Step 2. Determine receiver & play result • Roll four dice (two different colored sets) – Check allocation ratings to determine receiver (first set of dice) » » • Reduce index by one (i. e. A to B) Don’t reduce if receiver is an A* type – Check QB RPN (second set of dice) for play result number Refer to appropriate board for play result – If pass complete, check receiver’s YPC rating and make short/medium board & yardage adjustment – If applicable, implement “Sack & Interception” innovation – Annotate Detailed Score Card – Move ball, down & distance markers accordingly
Third & Long Passing Demo • Correction: In video, I mention adding 5 -yards onto sack result. This is incorrect, it’s 3 -yards. Score sheet was corrected.
Personnel Groups • 3 rd/4 th & 1 • Either on or within opponents 5 -yard line • Pre-1981 – Pro Set vs Standard – Full House vs Goal Line • Post-1981 – Pro Set vs Standard – 2 TE vs Goal Line – Full House vs Goal Line • Recent seasons teams have implemented this formation
On or inside opponent’s 5 -yard line • Running Play – Defense is automatically in “G” against the run – Step 1. Determine offensive index & if defense keyed • Roll four dice (two different colored sets of dice) – Check dice against “Offensive Index Finder System” – Check if dice roll is within key rating (dice roll 64 -66) – Step 2. Roll four dice (two different colored sets of dice) – Check for an audible (second set of dice) » » No Audible: Dice rolls 21 – 66 Audible: Dice roll 11 -16 (Short Pass) (no one per quarter quota) – Check runners RPN for play result or QBs RPN for audibles – Refer to appropriate board for play result • If keyed, implement line change – Annotate Detailed Score Card – Move football, down, & distance marker accordingly • Passing Play – Adhere to “Pass Play – Neutral Downs” procedures
Third or Fourth Down & 1 • Running Play against “G” alignment – Step 1. Determine offensive index & defensive alignment • Roll four dice (two different colored sets of dice) – Check dice against “Offensive Index Finder System” – Check dice against “Situational Down & Distance” chart (result was dice roll 26 -66) – Check if dice roll is within key rating (dice roll 64 -66) – Step 2. Roll four dice (two different colored sets of dice) – Check for an audible (black set of dice) » » No Audible: Dice rolls 21 – 66 Audible: Dice roll 11 -16 (no one per quarter quota) – Check runners RPN for play result or QBs RPN for audible (traditional set of dice)
Third or Fourth Down & 1 • Running Play against “G” alignment – Refer to appropriate board for play result • If keyed, implement line change • If there was an audible to a pass play – If pass complete, check receiver’s YPC rating and make short/medium board & yardage adjustment – If applicable, implement “Sack & Interception” innovation – Annotate Detailed Score Card – Move football, down, & distance marker accordingly
Short Yardage Demo • Correction: I negated to annotate rushing first down for Los Angeles. The score sheet has been updated.
Third or Fourth Down & 1 • Run play against “S” or “D” – Step 1. Determine offensive index & defensive alignment • Roll four dice (two different colored sets of dice) – Check dice against “Offensive Index Finder System” – Check dice against “Situational Down & Distance” chart » » “S” alignment (result was dice roll 12 -24) “D” alignment indicates blown gap control (dice roll 11) – Step 2. Determine play result • Roll one set of dice – Check runner’s RPN for play result number – Refer to appropriate board for play result – Annotate Detailed Score Card – Move ball, down & distance markers accordingly • Passing Play – Adhere to “Pass Play – Neutral Downs” procedures
Final Two-Minutes of Game • “Timing Adjustments” – Section II. paragraph D. of the Master game rule book – The first play after 26 plays have been completed in the second and fourth quarters • • Annotated as a half play Completions of 9 -yards or less the intended receiver went out of bounds for a half play • “Running out the Clock” • If the offensive team has the lead and is attempting to run out the clock in the final two-minutes of the fourth quarter – Use below dice rolls to simulate the defense playing “Cover 0” to stop the run at all cost but allows for “blown gap control” which can occur • • • Defense in “D” on dice roll 11 Defense in “S” on dice roll 12 -24 Defense in “G” on dice roll 26 -66 Defense “keyed” runner on dice roll 64 -66 If the offense calls a “Pass” play – Refer to “Fletch 67” to determine defensive alignment on neutral downs and “Situational Down and Distance” chart for situational downs
Final Two-Minutes of Game • Offense is trailing by 3 points or less in final two-minutes of game – Adhere to “Method of Play” presentation • Offense is trailing by 4 points or more in final two-minutes of game – – • Offense will be in 3 WR set against a “Dime” Defense Simulate a “Bend but Don’t Break” defensive philosophy while the offense has the ball in their own territory Simulate a more aggressive “Attack” style once the offense approaches the “Red Zone” Adhere to the “reduction” rule Defensive indexes will be determined as follows: – Between Offensive Team’s 14 yard line and goal line • Offense can’t call a “Run” play • No blitzes • No audibles
Final Two-Minutes of Game • • Offense is trailing by 4 points or more in final two-minutes of fourth quarter (Offense - 3 -WR set vs “Dime” Defense) Defensive indexes will be determined as follows: – – – Between Defense Team’s 31 and Offense Teams 15 Yard line • Offense can’t call a “Run” play • No blitzes • No audibles Between Defense Teams 10 and 30 Yard lines • If Defense is in “D” alignment, roll additional dice: – Dice roll 1 thru 5 – No Blitz – Dice roll 6 – Blitz • Audible is allowed only if offense has at least one timeout • Offense can’t call a “Run Play”, however, it can occur off an audible Between Defensive Team’s Goal Line and 9 Yard Line • Adhere to “Method of Play” techniques for neutral and situational downs
Conclusion I hope that these tips are useful, however, there is no “right” or “wrong” to play this game. For any questions regarding this presentation, I can be contacted at Oguard 62@yahoo. com. Greg “Oguard 62” Barath
- Slides: 54