Previous Page 22

Scrye 12 - 83 - NXT Games & Donruss: Red Zone Feature

into the red zone
How To Run a Tournament and Build Your First Deck
by Ron Kent

it is called the Red Zone.
It is that portion of a football
field inside the 20-yard line.
It is called the Red Zone
because every decision is critical.
There can be no excuses.
There can be no failure.
It is a place where strong men
must become a little stronger.
It is a place where the
hesitant dare not go.
It is a place where coaches
are fired and heroes are born.
And now NXT Games and Donruss
take you there.

Red Zone is an interactive
card game in which you play
the part of an NFL coach.
You get to draft your favorite
players (assuming you have
them in your collection) and
design your deck by taking
the types of plays that com-
plement your team. If you
like the running game, take star running backs
and your favorite running plays. If passing is
more your style, then take skilled wide receivers
and passing plays. Special Play cards allow you
to carry out your plays in a more effective man-
ner, but don't include too many, as each
Special Play card also carries with it the chance
that your team will commit a penalty.



Every play may also test a player's skill. All
of the players' skills were derived from their
actual statistics from the last football season. As
new sets of Red Zone are planned for release
every football season, the same player from this
1995 set may have very different statistics in
the 1996 set. Since Red Zone sets will not be
reprinted, this makes it a very collectible card
game.

NXT Games hopes that
gamers who have never
really been interested in
sports will try Red Zone out
and gain an appreciation for
football. A fairly detailed
glossary has been included
so that someone who has
never played football will
quickly pick up the lingo. Of course, gamers
who are already sports fans should love this
game. Not only did NXT Games try to make a
game that would be fun to play, they also tried
to make the game true to the sport.



QUICK RULES

1. Draft a Team. Flip a coin to decide who
drafts first (the other player will be the home
team and may decide whether to kick off or
receive). Each coach must select a total of 13
players (one quarterback, two offensive line-
men, two running backs, two wide-outs, two
defensive linemen, two linebackers, and two
defensive backs). These players are placed on
the table in front of each coach.

2. Shuffle Your Deck and Draw Seven Cards.

3. Deal Out the Time Deck. Each player
counts out 40 cards into his Time Deck. When
you reach the end of the Time Deck, the quar-
ter is over and it's time to reshuffle. The rest of
the cards should be placed in a separate deck
called a Draw Deck.

4. Kick Off. The coach who is Kicking Off flips
the top card on his Time Deck and refers to the
K section to determine how far the ball was
kicked. The receiving coach flips the top card of
his Time Deck and consults the KR section to
find out where the ball starts first and ten.



5. Choose Your Plays. The team with the ball
selects an offensive play (upper left-hand cor-
ner of each card), while the defensive coach
selects a defensive play (upper right-hand cor-
ner of each card).

6. Reveal the Plays. Flip the top card of the
Time Deck and find out how well your team
ran the play you selected (this will be deter-
mined by the color of the play on the flipped
card). Players use a game chart to look up the
plays chosen and the color results obtained to
determine the results of each play.

7. Use Special Play Cards to Create Endless
Variety. Special Play cards may be used to mod-
ify any play. There are a variety of Special Play
cards that create the kind of exciting plays you
see on the field.

8. Continue Play for Four Quarters. At the
end of four quarters, the team with the most
points wins. If there is a tie, play a Sudden
Death quarter.

LEAGUE RULES FOR RED ZONE



Red Zone can be played in a league format.
Leagues are a great way to get new players
started and to let skilled players demonstrate
their abilities. Look for future league rules like
trades, situational substitutions, declining
penalties, etc.

1. The Selection: There are
two variations in determining
the players available for the
draft. The first variation is the
free form method. Coaches
simply bring their players to
the draft. Using this method,
a coach would be unable to
bid for a player unless he per-
sonally has that player in his collection. The
free form method works well for collectors and
sports enthusiasts. The second method is the
collective draw method. All of the coaches
interested in running a team would agree on a
number of packs/decks to be collectively
bought and placed in the pot. All of the packs
are opened, and coaches draft their players
from those available. This method can be excit-
ing since you never know which players will be
available. This method is also good for begin-
ners and players who don't have the resources
necessary to insure that they can field every
player.




2. The Draft: Each coach will begin the season
with $25 million to buy his team. First, ran-
domly decide which coach will pick first. That
coach will then nominate a player. Common or
very common players have a minimum
$100,000 bid. Uncommon players have a
$500,000 minimum bid, and rare players have
a $1 million minimum bid. All bids must be in
increments of $100,000. Each coach, beginning
with the nominating coach, will bid on each
player. Bids can go around and around until
only one coach is left in the bidding. The only
other limitation is that each coach must draft a
team of 20 players (the 13 players you nor-
mally field in a game, plus one substitute for
each position). Thus, it is conceivable that the
coach who offers a given player up for bid may
not end up with that player on his team
because another coach may outbid him.

An optional method
that works well for begin-
ners or those players using
the collective draw method
of selection is the serpen-
tine draft. Coaches ran-
domly establish an order
and pick their players in
that order. Once the last
Next Page - 84