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scoresheetT Lhad a higher percentage rushing, flip the rating and give them 58% passing, 42% rushing on 48, not 61. Finally, roll two different d10's to check the [e Rthe 13 yards rushing for the TD. The final drive result is 28 passing, 33 rushing.against the run/pass ratio. Roll is 36. The team had more rushing yards on this drive (58%), to 42% passing. Finally, roll two different d10's to check the Roll 2d10 (1100) on kicker chart. Using Hererra from Dallas, a roll of 55 falls in the range of 3039 yards. Roll 1d10. Assume roll is 8. This would be a 38Dyard FG. Then figure the yards on this drive using the method above.against the run/pass ratio. Roll is 75. The team had more passing yards on this drive. Flip the rating and give them 58% passing, 42% rushing. Now do the(208/13.4=15.5, or 16). 1976 CINCINNATI BENGALSKen Anderson* Chris Bahr 100 (51)
Boobie Clark Archie Griffin Lenvil Elliott Stan Fritts Tony Davis Willie Shelby Isaac Curtis*
Billy Brooks Bob Trumpy Chip Myers John McDaniel
Bruce Coslet STEP 51Q2Q3Q4Q VISITOR DALLASHOME 
CINCINNATIRUSHPASSV
FG Herrera 25HInterception AndersonPuntStaubach to D Pearson 9 passFumbleAnderson to Clark 9 passInterception StaubachStaubach to Saldi 42 pass
Griffin 4 runStaubach to Richards 7 passTurnover on downscomtm chartAndersonClark3,6,4,2,3,2GriffinDavisCurtis4,2TrumpyElliottMyersMcDaniel2,4,1 2,3,4,5,1For quarterbacks, I've borrowed the attempts formula from 2Minute Drill Player Stats. xCOM is 1 divided by the completion percentage. t(Staubach is 1/.564=1.77) This number is multiplied by completions at the end of the game to get the total attempts.BFinally, roll two different d10's for the run/pass ratio variance.The team had more rushing yards on this drive. Finally, roll two different d10's to check the ratio variance. Roll is "+ die" 7, "no action" die 3. Add thethe rating and give the team 58% passing, 42% rushing for the drive. Finally, roll two different d10's to check the ratio variance. Roll is "+ die" 6, ratio variance. Roll is "+ die" 9, "no action die" 9. Since both are the same, no action is taken. So it's 28 yards passing, 20 yards rushing. Now add in ~ratio variance. Roll is "+ die" 4, "no action die" 3. Run percentage becomes 62%. So it's 27 yards rushing, 17 yards passing. MADE OR MISSED FIELD GOAL****FIELD GOAL LENGTHchart result to get the total drive yardage (0 counts as 10). Then figure the yards on this drive using the method above. Finally, roll two different d10's to check the ratio variance.variance roll with two different d10's to get final run/pass ratio as shown above. Determine total rushing and passing yards on this drive.yards and 4.0 is the team average from the team chart above (176/4.0=44). So 44 is the number of rushing attempts in the game. Do the same for receptions tWe already know those that caught a TD have at least one catch. You'll have to roll 2d10 for each of the receptions.We already know from the game Staubach threw 3 TD's and 1 INT. We also know how many yards passing from the receiving yards.. We now determine how hmany passes he attempted. Multiply the receptions by his xCOM number from the player chart. 16*1.77=28.while determining rushers, roll 1d10 adjusting each players average up or down by threetenths (.3) of a yard by using the FINAL PLAYER ADJUSTMENT chart below.Looking at the GAME STATS chart below under "att from 1d6 rolls", P Pearson had rolls of 2, 2, 3, and 4. Roll 1d10 for each instance (4 times) adjusting his As you can see these adjustments will change the original game stats. The rushing changed from 176 to 155, and the receiving changed from 208 to 207.GSFUMJohn Reaves
Efren Hererra3Dice needed are two d6's, two d10's, and two d20's.VISITORHOMEOTF1ST QUARTEROVERTIME2ND QUARTER3RD QUARTER4TH QUARTERTOT YDSRoll 2d10 on kicker chart tofind FG range. Roll another1d10 to find length.SCORING DRIVE chart
to find drive length.TOUCHDOWN LENGTH chart!DRIVE chart to find drive length. NONSCORING DRIVE chart the ball over.find out who turnedDrew Pearson had a 9 yard TD catch, Golden Richards had a 7 yard TD catch, and Jay Saldi had a 42 yard TD catch. The team's rushing and receiving yards are the preliminary yards that the actual player stats will be based on. The actual total will change after player adjustments are made. YBecause of varying the player averages the final player stats won't match the team stats.STEP 6#Roll 2 different d20's as "+ die" &%" die". Apply higher die to yardage.Do variance roll for yardage.$Do variance roll for run/pass ratio.#Roll 2 different d10's as "+ die" &%"no action die". If "+ die" is higher(apply that amount to high part of ratio.run/pass ratio.STEP 7INTERCEPTION OR FUMBLENO: Roll on NONSCORING$Find run & pass yards for the drive.Roll 2d10 (1100) to find Roll 2d10 (1100) to findFind run & pass yards for !the drive. Multiply total yards drive length chart result.to find score length. YES: Roll 1d10 for drive length.(09 yards)by modified run % & pass %.%remaining yards by modified run % & pass %. Then add in TD yards.TD RUNSCOREFGTD PASSST/RETINT RETFUM RETPAT4 DOWN
FLOW CHARTDRIVEENDEDPUNT TOUCHDOWNMADE OR MISSED FGTURNOVERWITH& Roll 2d10 (1100)Roll onSTEP 1on PLAYER CHART tofind out who scored.Roll on rushing or receivingSubtract the sum ofAdd the sum ofSTEP 21d20+1d10 from the 1d20+1d10 to the STEP 3RUSHING TOUCHDOWN LENGTHROLLCOMBINATION OF RESULT1D20LENGTHDICE TO ROLLRANGE114 GOAL LINE1D616 YDS1517POSSIBLE SHORT2D6212 YDS1819POSSIBLE MEDIUM2D10 [0 COUNTS AS 10]220 YDS
POSSIBLE LONG1D20 + 1D20 240 YDSPOSSIBLE BREAKAWAY196 YDSRECEIVING TOUCHDOWN LENGTH17SHORT216 YDS129 YDS(1D6 * 1D6) + (1D20) 256 YDSNONSCORING DRIVE
SCORING DRIVE(Punt & Turnover)(TD, Made & Missed FG)YARDS#Roll two d20's of different colors.2D10THIS(1100)length.789111215 EXAMPLE: 90921620212627333439404546515256576162666771%Roll 2 d20's of different colors. One7275%will be the "+ die", one will be the 7679"no action die". 80838486#If the "+ die" is higher, add that 8789#amount to the original drive length to get a new total drive length.93949596&If the "no action die" is higher, the 0End of game kneel down (optional): 3 yard drive! 1976 DALLAS COWBOYSG xCOM INTRoger StaubachQBRUN%RUN AVGPASS%REC AVGRUSHING RECEIVINGPos ATT/GAVGTDREC/GDoug Dennison RB Robert Newhouse fb Scott Laidlaw FB Preston Pearson rb Charley Young Roger Staubach* QB Billy Joe DuPree* TE Danny White P Drew Pearson*+ WR
Jay Saldi te Golden Richards Butch Johnson KR/PR
Benny Barnes LCB Beasley Reece (3 and out)(Not a 3 and out)EXAMPLE:END OF GAME PLAYER STATSatt fromavg from 1d6 rollstot att P PearsonNewhouse6,3,4DennisonWhite YoungLaidlaw D PearsonWas drive a 3 and out?Roll is 122: YES, 3 and out."Roll is 23100: NO, not 3 and out.(0 counts as 10)STEP 4FIELD GOAL LENGTH#Determine range from player chart, &then roll 1d10 (09) for total length.EXAMPLE: Assume range is 2029&yards. Then 1d10 roll is 5. Field goallength is 25 yards.$(1D10 + 1D6) * (1D6) [0 COUNTS AS 0]1D10 + 1D6 [0 COUNTS AS 10]8141D20 + 1D10 [0 COUNTS AS 0]152020 (2X)YARDAGE VARIANCE (PUNT)YARDAGE VARIANCE (TD) (Use for turnover on downs also)%One will be the "+ die", one will be the " die".12$amount to the original drive length < original result from the NON(If the " die" is higher, subtract that !SCORING DRIVE chart is the drive
%amount from the orginal drive length YARDAGE VARIANCE (TURNOVER)!Add the sum of 1d20 + 1d10 to the"Touchdown is scored. Roll of 2d10 %length of the nonscoring drive chartis 76. That would be a 65 yard "result to get total drive yardage.(scoring drive on the chart to the left. (Now roll two d20's of different colors. %Red d20 is the "+ die", blue d20 is %the " die". Red d20 roll is 9, blue &d20 is 6. Since the "+ die" is higher 'add 11 to the drive length of 65 yards 99100&to get a new total drive length of 74 RRun/Pass ratio variance: After determining the run/pass ratio for a drive roll two yards.?d10's of different colors. One will be the "+ die", one will beYARDAGE VARIANCE(MADE AND MISSED FG)the run/pass ratio. Subtract the sum of 1d20 + 1d10 %from the length of the scoring drive THurry up offense (optional): If team is behind at the end of the half or end of the (chart result to get total drive yardage.<game, to simulate more passing yards on the drive, subtract ?25 from the run part of the run/pass ratio. Looking at Dallas !it becomes 133 run, 34100 pass.Turnover on downs (optional):I've done a lot of research to understand how NFL drives play out. The data only goes back so far for certain things, usually about 10 years or so. Some of thethings I have found is that the average length of a scoring drive is 56 yards. The average length of a nonscoring drive is 16 yards. The percentage of drivesending in a three and out is 22%. I also researched the average length of touchdowns. Using these stats I have put together something for Game Winning Drive. This was designed specifically for this game to get yardage for each drive, and player stats at the end of the game. It may not be perfect, but gets us Ycloser to generating stats for a quick play game. Any ideas or suggestions are welcome. For kickers take the number of field goals made for each distance and divide by total made, then multiply by 100. Herrera made 18 FG's, 1 from 019, 8 fromg2029, 6 from 3039, 3 from 4049, and none from 50+. The number in parenthesis is the longest FG made.KICKING01920293039404950+100 (46)ATT (1100)TD ( 1100)REC (1100)After these numbers are all set up, it's game time. Roll out each drive as you normally would. You'll figure the yardage per drive, and who scored withatouchdown distance at the end of each drive. Player stats will be figured at the end of the game.Each team has their run/pass ratio listed on their roster sheet. Above, the Cowboys have a run/pass ratio of 58/42. After the drive is over roll 2d10 (1100).Drive ended in a punt. Check to see if drive was a 3 and out. Roll 2d10 (1100). If roll is 22 or less then the drive DID end with a 3 and out. Roll 1d10 to see how many yards were gained on the drive. A roll of 0 counts as 0 yards. Then roll 2d10 against the run/pass ratio to see how many rushing and passing yards.Drive ended in a punt. Check to see if drive was a 3 and out. Roll 2d10 (1100). If roll is 23 or over the drive DID NOT end in a 3 and out. Roll on NONSCORING DRIVE chart to see how many yards the drive was. Then roll 2d10 against the run/pass rating to see how many rushing and passing yards. Roll of 2d10 is 93. That would be a 20 yard drive on the NONSCORING DRIVE chart. The variance roll is "+ die" 18, "no action die" 14. Add 18 to the drive toIf the drive ended in a touchdown there is a slight difference to figuring the run/pass distribution. The length of touchdown is subtracted from the drive length first. Then the yards rushing and passing for the drive is determined. Then the touchdown yardage is added to the rushing or receiving yards, depending ontype of score.Drive ended in a touchdown. Roll on appropriate TOUCHDOWN LENGTH chart. Let's assume it was a 13 yard TD run. Now roll on SCORING DRIVE chart.0@ z Roll is 91 which is a 69 yard drive. The variance roll is "+ die" 5, " die" 8. Subtract 8 from the drive to make it a 61 yard drive. Now subtract 13 (the TD run) Drive ended with a made or missed field goal. Roll 2d10 (1100) on the SCORING DRIVE chart. Then subtract the sum of 1d20 + 1d10 from the length of theGT SCORING DRIVE chart result to get the total drive yardage (0 counts as 10). Then figure rushing and passing yards for the drive.
Roll is 72, which is 64 yards. Subtract the sum of 1d20+1d10 to 64. Assume that total is 20. The total drive length becomes 44 yards. Now roll 2d10 (1100) IDetermine range from player chart, then roll 1d10 (09) for total length.Drive ended in a turnover. Roll 2d10 (1100) on NONSCORING DRIVE chart. Then add the sum of 1d20 + 1d10 to the length of the NONSCORING DRIVE0A~Roll is 92, which is 19 yards. Add the sum of 1d20+1d10 to 19. Assume that total is 16. The total drive length becomes 35 yards. Now roll 2d10 (1100)I played a 1976 game in which Dallas beat Cincinnati 2414. After all the yards for all the drives were added up, the Cowboys had 176 rushing, 208 receiving. First determine total number of attempts and receptions for the game. Divide the rushing yards by the team rushing average. In this instance it's 176 rushingTO DETERMINE RUSHERSNow roll 2d10 to determine who the rushers are. At the same time roll 1d6. This will tell you how many carries that player had. I roll 68 & 2. 68 will identify Preston Pearson on the player chart and the 2 means he gets 2 carries of the total 44 that was figured above. Roll again, 32 & 6. Robert Newhouse had 6carries of the remaining 33. Keep rolling like this until you've reached 44 carries. Never give a nonstarter more carries than he averaged.TO DETERMINE RECEIVERSRoll 2d10 to determine who the receivers are. DO NOT use 1d6 during this phase. You want to avoid a deep backup player getting too many catches.TO DETERMINE QB STATSQB ATTEMPTS VARIANCE ROLLRoll two d6's of different colors. One will be the "+ die", one will be the " die". If the "+ die" is higher add that amount to passes attempted. If the " die" is2higher subtract that amount from passes attempted.3.4 average up or down by .3 yards. Assume the four rolls are 1, 3, 6, and 0. Pearson's average for the game becomes 3.1 instead of 3.4. His yardage total Vfor the game now becomes 34 instead of 37. For receivers, roll once for each recption. Roll 1d10
Adjust avgNodown .3up .3
adjustment1,2,34,5,67,8,9,0GAME STATS rushingadjustedavgerageydstd
receptions2,2,3,4DuPreeRichardsSaldixCOMtotalcompattemptspctint Staubach +4Y[teamrankings.com; footballoutsiders.com; sportingcharts.com; profootballreference.com]You will need to determine each team's run/pass ratio, rushing average, and receiving average. The run/pass ratio will be referred to after each DRIVE. ] CThe rushing and receiving averages will be referred after the GAME.wattempts and receptions per game and are used as a guide to know how many to assign each player at the end of the game.If the roll is 158 the team had more rushing yards on this drive. If the roll is 59100 the team had more passing yards on this drive. After determining the run/pass ratio for a drive you will also do a variance roll to possibly adjust the ratio further. To do so roll two d10's of different colors. One will be the "+ die", one will be the "no action die". If the "+ die" is more, increase the higher part of the ratio by that amount. If the "no action" die is more, do not change the run/pass ratio. After the drive is over figure the run/pass ratio by rolling 2d10 (1100). Looking at Dallas above assume the roll is 43. Since the roll is less than 58 they will have more run yards (58%) than pass yards (42%) on this drive. Now roll two d10's of different colors ("+ die" and "no action die"). Assume "+die" is 6 and "no action" die is 3. Since the "+ die" is highe<r this will increase the run percentage of the drive to 64% and making the pass yards percentage 36%./Following is the procedure for each drive type.make it a 38 yard drive. Now, using Dallas above, roll 2d10 against the run/pass rating. Roll is 67. The team had more pass yards on this drive. Simply flip@the "no action die". If the "+ die" is more, increase the higher@part of the ratio. If the "no action die" is more, do not changec"no action die" 3. Pass percentage beomes 64%. So the 38 yard drive becomes 24 passing, 14 rushing.Roll of 1d10 is 7. That would be a 7 yard drive. Now, using Dallas above, roll 2d10 against the run/pass rating. Roll is 31, within the run percentage of the ratio. d7 to the run percentage making it 65%. So the 7 yard drive becomes 5 yards rushing, 2 yards passing.from 61 to get 48. Roll against the run/pass rating. Roll is 73. Of the first 48 yards the team had more passing yards. Since it's more passing but the team For rushers and receivers, ATT, REC, TD's, and FUM are based on that player's total divided by the team total, then multiplied by 100. ATT/G and REC/G are AVG is the actual average for each player. EXCEPT FOR TDs AND FUMBLES THESE NUMBERS WILL BE REFERRED TO AFTER THE GAME IS OVER.VQB attempts variance roll: Roll two d6's of different colors. One will be the "+ die", Aone will be the " die". If the "+ die" is higher add that amount;to passes attempted. If the " die" is higher subtract thatamount from passes attempted.FINAL PLAYER ADJUSTMENT FINAL PLAYER ADJUSTMENTJust so players don't ALWAYS end with their same avarage, make a final roll to adjust said average. For every "1d6 attempt roll" that was figuredSFinal player adjustments to average: Adjust average by threetenths (.3) for every % :"1d6 attempt roll" that was figured for rushers, and each *reception for receivers using chart below.When teams go for it on "4th down but don't score, roll on "SCORING DRIVE chart.3458914152223323341424950565762636768727377788283868790919394969798DAll the variances in the game are needed to keep the totals random. 'First back out TD yards. Then multiply FUM (1100)[oN& *!w!")&
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