The Special Teams Dial is used in any kicking 
situation.  It has five positions: Off, Kickoff, 
Onside, Punt, Field Goal.  The Special Teams 
Dial must be in the Off position in order to 
run a normal play.  
The Blocking Dial directs your offensive and 
defensive line.  It has four positions: End, 
Center, Guard, Tackle.  If the defense chooses 
the same blocking scheme as the offense, 
the offense’s production on that play will 
be severely limited.  If the defense chooses 
a blocking scheme that is similar to the 
offense’s (End vs. Center, Guard vs. Tackle), 
the offense’s production will be affected 
minimally.  If the defense chooses poorly (End 
vs. Tackle, Guard vs. End), the offense will have 
a much more successful play result.
The SNAP button begins the play by starting 
the Play Rotor.  It may only be pressed while 
on offense, or as the kicking team.
The BLITZ button stops the Play Rotor and 
signals the end of the play.  The play result 
will be displayed on the LCD immediately 
after the Play Rotor stops.
Football is a game of strategy, but it’s also a 
game of inches, close calls, luck, spectacular 
plays and missed opportunities.  The Play 
Rotor is a wheel of fate—it affects every play 
of every game.
The Play Rotor has five positions: A, B, C, D, 
E.  Each of these positions combines with the 
play calls and blocking schemes to determine 
the final play result.  SNAP starts the Play 
Rotor and BLITZ stops it, but that’s about all 
the control you can count on.  
Turn the game on by turning the ON/OFF 
switch to the ON position.  Before starting 
your game, choose the length of your game 
by pressing the TIME button repeatedly.  LEDs 
on the play clock will light up, letting you 
choose between 15-minute, 10-minute, 5-
minute and 3-minute quarters.  You will not 
be able to change the quarter length after the 
opening kickoff.
Players should flip a coin to determine Home 
and Away.  One player will flip the coin.  If it 
lands on heads, that player will be the Home 
team.  If it lands on tails, that player will be 
Away.  The Home team kicks off to start the 
game.  The Away team will kick off to start the 
second half.
Every play is different, but in general, 
A is neutral and does not favor either 
side.  B slightly favors the offense and C 
slightly favors the defense.  D strongly 
favors the offense, while E strongly 
favors the defense.  If the play rotor 
lands on E, there’s a good chance that 
the ball is changing hands.
CALLING THE PLAY
The defense can adjust its play calls 
until the BLITZ button is pressed.  The 
offense’s play is locked in as soon as the 
SNAP button is pressed.  Try to use this 
brief delay to read the offensive coach’s 
demeanor—you may turn this into a 
critical advantage.
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