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APBA Pro Football Quick-Start Guide
  1. APBA Football is a team-based game. In other words, the surest way to win is to get the best possible team on the field. To do that, check the numerical ratings after each player's name on his card. Each player has a rating between 1 and 5 at every position he played during the actual season. 5 is best; 1 is worst.
  2. If you don't want to check numbers for all the skill-position players on your team, just go with the starting lineups listed on the roster sheet. Pay close attention to the team offensive rating and the team defensive rating. They reflect the strength of your team. The differential between your team's offensive rating and your opponent's defensive rating, and vice versa, is the basis for different outcomes on the play charts.
  3. Okay. You've picked the default starting lineups from the roster sheet for your team. Write down the offensive and defensive indices in their proper places on the scoresheet, and when your opponent does the same thing, note the point differentials. Flip a coin to choose who kicks off, and let's play!
  4. The kicking team names its kicker and the receiving team names a primary and secondary kick returner. The kicking team's coach rolls the two dice. The dice are combined, not added. The large red die is read as the first digit of a two-digit number and the small white die is the second digit. For instance, a red 2 and a white 4 is 24. Find black number 24 on the kicker's card. Then check the red number to the right of it under the letter K. Find the number on the Kickoff chart that corresponds to the red number on the kicker's card and see how far the kick went and who fielded it.
  5. Roll the dice for the return and check the kickoff returner's card for the corresponding black number and the red number next to it. Take that number to the Kickoff Return chart and see what the outcome is. You'll find a lot of abbreviations on the charts. Most of them are quite logical - "ob," for instance, is "out-of-bounds." If you have a question on an abbreviation, check the abbreviations guide in the book that came with your game.
  6. It's your ball, first and 10. Choose a play card and place it face-down in front of you. Your opponent then announces whether he's playing "S" (standard), "G" (run-stopping) or "D" (long-pass-stopping) defense. You then turn over your play card, roll the dice, and go. If you called an Inside Run or Outside Run, just check the black number on your running back's card that corresponds to your dice roll, find the red number in the "R" column next to that black number, go to the proper running chart, and check the outcome. Remember to go to the portion of the chart that's right for the differential between your offense and your opponent's defense (A, B or C), your field position and your opponent's defensive scheme (D, S or G).
  7. If you called a pass, name your intended receiver - a halfback, fullback, tight end, or wide receiver - and roll the dice. Find the black dice-roll number on the quarterback's card and check the red number beside it under P. (The quarterback is always the passer, and his P column is used on all pass plays.) Use that number to get the result from the appropriate column of the passing charts. If your intended receiver's better than the rest of your team (if he's an "A" and your offense is a "B") raise your offensive index to an A for just that play.
  8. Just like in real football, you have four downs to get 10 yards. If it's fourth down and time to punt, just put in your punter (and any other special-teamers you want), roll the dice and consult the punt charts for outcomes. When the charts show fumbles, interceptions, injuries, or penalties, you'll need to roll again and consult the appropriate charts for the outcomes.
  9. Quarters are 30 plays long. Thirty plays means 30 plays, not 30 dice rolls; some plays take multiple dice rolls, and incomplete passes, touchdowns, field goals, safeties, and all plays where the ball changes possession or involve penalties or injuries are half-plays. Out-of-bounds plays count as half-plays only after the 25th play in the second and fourth quarters. Timeouts give you an extra half-play.
  10. If you have any more questions, consult the full rules. Otherwise, run to daylight!

 

 
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