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coach has chosen his player,
the order reverses and the
last coach picks first, etc.
The order keeps reversing
until all coaches have
drafted their 20 players. The
advantage of this method is
that you don't have to keep
track of your expenses since
no bidding or purchasing is involved.

3. Number of Teams: Teams will be divided in
the following manner: Each league will consist
of two conferences. Within each conference,
teams will be divided into four divisions. If the
number of teams is not divisible by four, then
the extra teams will be allocated as evenly as
possible amongst the divisions and confer-
ences. If more than 32 teams exist, then two
separate leagues must be run.

4. The Season: Each coach will play a 16-game
season. These games are determined randomly
from amongst the teams available in the
league/conference/division. The only restric-
tion is that each team in a coach's division
must be played at least twice (once at home,
once as visitors).



5. The Playoffs: After the regular season, the
two teams in each division with the best record
enter the playoffs, which are single elimina-
tion. Next, the winners in each division playoff
to determine a conference champion (note that
multiples of two are the best way to run a play-
off, i.e. 2, 4, 8, 16). If there is only one confer-
ence, then the two best teams in the conference
play in the Super Bowl. The winner of the
Super Bowl is the ultimate league champion. If
two teams in a conference are tied, they must
play a playoff game to see who advances to the
Super Bowl (unless, of
course, the two teams that
are tied are also the two
best teams in a single con
ference league. In that
case, they both advance).
If there are two confer-
ences, then each of the
conference champions
advances to the Super
Bowl.

6. Injuries: Injuries are handled in a slightly
different fashion than in a normal game. When
a player is injured, he must be checked at that
time to determine the extent of his injuries. To
do this, flip the top card of the Draw Deck and
consult the long gain section at the bottom.
Once you have found the yardage, check the
following guide for each player:



1. TD: Horrible debilitating injury. The
player is out for the season.
2. 90-99: Torn ligaments. The player will
miss the next seven games.
3. 80-89: Broken bones. The player will
miss the next six games.
4. 70-79: Groin pull. The player will miss
the next five games.
5. 60-69: Pulled muscles. The player will
miss the next four games.
6. 50-59: Concussion. The player will miss
the next three games.
7. 40-49: Sprained ligament. The player
will miss the next two games.
8. 30-39: Strained muscle. The player will
miss the next game.
9. 20-29: Jammed Fingers. The player will
miss the next half.
10. 0-19: Wind knocked out of him. The
player will miss the next quarter.

If all of the coach's players in a given posi-
tion are injured, he may choose any unpicked,
very common player to fill the position for that
game.

TOURNAMENT
RULES FOR RED ZONE



Another great way to enjoy Red Zone is to
hold a tournament. Tournaments allow players
to display their deck-building skills and pro-
vide a fun, competitive environment in which
to play. NXT Games is actively sponsoring tour-
naments as well as looking for enthusiastic
people to run them. If you are interested,
please contact them at their email addresses,
nxtgames@aol.com or nxtgames@cts.com for
all of the information needed to run a tourna-
ment (also be on the lookout for an 800 num-
ber help line to be posted soon).

The purpose of the tournament rules is to
provide a quick style of play in order to accom-
modate large numbers of players in a short
amount of time. Understandably, some of the
rules had to be sacrificed or modified in order
to speed play. Nevertheless, enough of the orig-
inal game is left to give players the feeling of
coaching an NFL game. For the purposes of
this tournament, the following format will be
used until only four contestants are left:
1. All matches are set randomly.
2. Players draft their team as normal.
3. There is no Time Deck. All cards are
shuffled into and drawn from the Draw
Deck.
4. Coach will have only one time out.
5. No more than four of any one card may
be included in the Draw Deck.
6. Each coach will have three possessions to
try and score. The coach's team will start
with the ball on their own 25-yard line
and drive until they lose possession or
fail to score on fourth down. Then the
opposing team starts with the ball on
their 25-yard line. Play alternates in this
fashion.
7. After three possessions, if neither team
has scored, each side continues to alter-
nate possessions. If at any time after each
team has had an equal number of



possessions and the initial three posses-
sions have been played, and one team
has more points than the other, that
team wins.

This tournament style of play is used until
four finalists have been determined, at which
point the games are played out normally. Each
player will be randomly paired off in single
elimination games until one ultimate winner is
determined.

RED ZONE
DECK CONSTRUCTION



So you've played a few games of Red Zone,
and you're ready to start tailoring your deck to
match your style of play. Here are a few sugges-
tions that will help you exploit the rules to
your advantage and allow you to create a
game-winning deck. (Note that the following
suggestions are intended for
expert players. Novice and
intermediate players may
want to skip this section as
it reflects a deep understand-
ing of the rules and is by no
means necessary to play and
enjoy the game.)

1. Create a deck that will augment and show-
case the players that you intend to draft.
Does your team have Tight Ends and Running
Backs with long gains on their run skills? If so,
you have a running team, and you should con-
centrate on running plays. Does your team
have Wide Receivers and Running Backs with
long gains on their catch skills? This is a pass-
ing team, and you should concentrate on pass-
ing plays. Also, check the play resolution tables
to see which players on your team are likely to
be checked during an offensive/defensive play.
If you have players with weaknesses, don't play
to those weaknesses by choosing plays that
may result in a skill check on that player.
Conversely, use plays that are likely to result in
skill checks on players with good ratings in
those skills.




2. Stack your deck effectively. Look at the play
results in the lower left-hand
comer of the card. You will
find four letter codes: OR
(offensive run), OP (offensive
pass), RD (run defense), and
PD (pass defense). Each letter
is also color-coded red, yel-
low, or green. Next, look at
the upper corners of the card.
In the upper left-hand corner is either an offen-
sive run or an offensive pass. In the upper
right-hand corner is either a run defense or a
pass defense. The key to deck design is in
knowing that all of these codes are not random
but related. If a card has an offensive pass in
the upper left-hand corner, then the color com-
bination will be one of two types; the OR will
be green and the OP will be red, or both will
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