Frequently Asked Questions (All Products)
Frequently Asked Questions (All Products)
Q: What teams were updated in January 2026 when the cutoffs for the PROLIFIC• and STAUNCH• qualities were updated?
A: See this linked PDF file for the complete list.
Q: What changed from Version 2.0 to Version 2.1 in March 2026?
A:
Optional Rule for possibility of a blocked kick for kickers with an 11-66 range was changed so that the roll of '66' triggers the rule, not '11'.
Q: What changed from Version 2.0 to Version 2.1 in January 2026?
A:
Result 1-4-6 on page 1 was changed. There is now a DULL check in the first column, a STAUNCH check in the second column, and a TD RUN in the third column.
Result 4-5-6 on page 2 was changed. The DULL check in column 2 was removed and replace with an automatic PUNT result. The TD result in column 3 was removed.
Optional Rule for possibility of a blocked kick for kickers with an 11-66 range was changed so that the roll of '66' triggers the rule, not '11'.
Q: A team is losing by 7 points and they have the ball for the last drive of the game. The drive is a FGA result attempt that uses exactly the last tick on the clock. Can I assume that the Desperation Play will be from GREAT field position since they were in Field Goal Range?
A: Yes.
Q: How do I make a version of the FDF PDF Game Book like in the photos on this website?
A: The method I use is to send the job to a local FedEx Office store using their website and then pick it up. The procedure is as follows:
Save the first 6 pages of the Game Materials as a separate PDF file.
Select Document Printing, then Copies & Custom Projects
Upload the PDF file you saved in step 1
Make all of the following Selections:
Size: 8.5x11
Paper: 80 lb Cover Stock
Color: Full Color
Sides: Double Sided
Orientation: Landscape
Biding and Covers:
Binding: Coil
Front Binding Cover: NONE
Back Binding Cover: NONE
Add to cart, and checkout.
Q: How do I use the Player Finders included on the Team Card?
A: When there is an offensive scoring play, or when there is a FG or XP, you can use the finders to identify the player(s) involved. There is a range of numbers next to each name. Roll 2d6 on the appropriate table, reading one die as the "tens" and the other die as the "ones". Use this number to "find" the player involved in the score.
Q: For some of the weather results, it says "+1 to Timing Die rolls, ignore for rolls of “6”." Does this just mean to add a "tick" to the play?
A: No, it means to add +1 to the die result itself, and then determine the number of ticks to be taken off the clock. For example, if the timing die is a 1, you add one to make it a 2. The result is 2-ticks taken off the clock. If the timing die is a 2, you add one to make it a 3. In this case, only 2-ticks come off the clock. If the timing die is a 6, you ignore the +1 as 6 is as high as the die can go.
Q: Can you tell me what region the Pro Football cities are in?
A:
HUMID NORTHERN CONTINENTAL: New England, New York, Philadelphia, Baltimore, Washington
SUB-ARTIC: Pittsburgh, Minnesota, Denver
LAKE REGION: Buffalo, Cleveland, Detroit, Green Bay, Chicago
HUMID MID-CONTINENTAL: Indianapolis, Cincinnati, Tennessee, Carolina, Kansas City
HUMID SUB-TROPICAL: Miami, Tampa Bay, Jacksonville, Atlanta, New Orleans, Dallas, Houston
DESERT or ARID: Arizona, Las Vegas
MARINE WEST COAST: Seattle, San Francisco, Los Angeles
Q: Do I roll the Decider Die once for a drive, and use the result for all checks?
A: No! The Semi-Quality system is designed so that each and every time a Decider Die "ruling" is required, the die must be re-rolled. The golden rule here is that once the Decider Die has been used to resolve a Semi-Quality, it is spent and cannot be used again; it must be re-rolled even if it's during the same drive and checking for the same quality! For example, result 2-3-4 asks if the offense is DULL or UNDISCIPLINED. If a team is both DULL• and UNDISCIPLINED•, then you would have to roll the decider die twice (for UNDISCIPLINED•) if the first check for DULL came up "blank" or "no, not DULL this drive." Another example, 1-1-2 asks if the defense is SOFT. The Decider Die says that they are not, and the offense must Go For It on 4th down. The roll is a 3, which is check for a SOFT defense. You do not use the previous decision made during the main drive, you must roll the Decider Die again to resolve the 4th down play. All semi qualities are in constant flux.
Q: I rolled the dice for a drive in the final 5 minutes of the half and the result is 1-3-6. The decider die could be used to determine if the team is EFFICIENT this drive, or PROLIFIC this drive. Which one should I resolve first?
A: The order in which you resolve this check is completely up to you. Just be consistent in how you handle these situations for both teams during the game. And remember, re-roll the Decider Die for each individual check!
Q: Can an EFFICIENT team use the Kneel Down option to take 2 ticks off the clock at the end of the game?
A: No, they cannot. The Kneel Down option may only be used with 1 tick left on the clock.
Q: The Game Book says that an INEFFICIENT team cannot use the Desperation Play, but I see nothing in the rules about this?
A: Earlier versions of the 1.3 Game Book had this note and it has since been removed as it was an error. INEFFICIENT teams can use the Desperation Play in the current version of the game. This note was a hold-over from the original version.
Q: What are the timing rules for overtime?
A: This all depends on the league and year you are playing. Here is the information for the NFL. For other leagues, I recommend a google search.
There was no overtime in the NFL regular season until 1974, but sudden-death overtime was used for playoff games prior to that.
From 1974 to 2016, regular season overtime was one 15 minute period, or all 12 "ticks" in FDF.
As of 2017, regular season overtime was shortened to one 10 minutes period, or only 8 "ticks" in FDF.
From 1974 to 2011, regular season overtime was sudden-death, meaning the first team to score would win the game.
Starting in 2012, if the team that received the opening kickoff scored a field goal, the team that initially kicked off would get one possession to tie or win the game; any other score on the opening possession ends the game immediately. In postseason games, if both teams are still tied after the first overtime, the procedure is repeated (but in true sudden death hereafter) until a winner is declared. In regular-season games, if the score is tied after 10 minutes has expired, the game ends in a tie. (Note that these rules were used for playoff games in 2010 and 2011).
In the playoffs, an overtime period is 15 minutes instead of 10, so all 12 "ticks" would be used. Because a postseason game requires one team to win, multiple 15-minute overtime periods are played if needed until one team scores to win the game.
Q: Football in the 1950's saw fewer Field Goal Attempts and more Touchdowns. Can the game book be adjusted to replicate this era more closely?
A: Yes, to reduce field goal attempts and increase touchdowns so that the game feels more like 1950's football, make these two changes to the game book drive charts. These two changes will result in an increased 2.8 TD/gm per team average, as well as a reduced 1.5 FGA/gm per team average.
Change #1 - Result 1-4-5. Change the result in Column 3 from a FGA to a PUNT-CO.
Change #2 - Result 2-5-6. This roll is now an AUTOMATIC TD RUN. No need to check any of the field position or quality checks.
PAT Conversions: When teams score a touchdown, they'll have the option to attempt a one-, two- or even three-point conversion. Teams will receive 1 point for a kick made with the ball snapped from the 15-yard line, 2 points for a scrimmage play from the two-yard line that successfully crosses the goal line, and 3 points for a scrimmage play from the 10-yard line that successfully crosses the goal line.
1-point conversion try: no changes to table
2-point conversion try: no change to 2-point conversion table
3-point conversion try: results 4 & 5 are an automatic failure to convert
Onside kicks: Besides the traditional onside kick, teams may opt to run a 4th and 12 play from their 33 yard line. If they are successful, they retain possession. In FDF, you can simulate this play by rolling on the "4th Down - Go For It" chart with the following changes. Note that there is no timing assessed for this play.
Results 2 and 5 are automatic failures to convert.
If the attempt fails, the opponent takes over in GREAT field position.
Overtime: Overtime is a shootout in which each team's offense will alternate plays against the opposing defense from the two-yard line. Each team will run a total of three plays, and each successful scoring attempt will receive two points. The team with the most points after each team has run its three plays wins. If the score is tied after each team runs three plays, the subsequent attempts become sudden death until a winner is declared. Use the standard 2-point conversion table for each possession.
PAT Conversions: There are no extra-point kicks in the XFL. For the PAT conversion, teams run a single offensive down from the 2-yard line for 1 point, from the 5-yard line for 2 points, and from the 10-yard line for 3 points. Note that the 2 & 3 point options were not introduced until the 2001 playoffs. Use the 2-Point Conversion table in FDF as follows:
1-point conversion try: no changes to table
2-point conversion try: result 4 is an automatic failure to convert
3-point conversion try: results 4 & 5 are an automatic failure to convert
Overtime:
Ties are resolved in similar fashion to the NCAA, with at least one possession by each team, starting from the opponent's 20-yard line. If the score is still tied after one overtime period, the team that played second on offense in the first OT starts on offense in the second OT. Games cannot end in a tie. There are other rules that you can lookup on wikipedia.
For FDF, not all aspects of the XFL OT process can be simulated without the addition of a new chart/mechanic. For each team's possession in OT, roll once on the drive chart with GREAT field position. Punt results should be treated as a 4th down FGA. There is no option to use the 4th Down - Go For It! chart.
Kickoffs: There are no kickoffs to begin a half, and there are no kickoffs after a score. Teams start drives with AVERAGE field position.
PAT Conversions: All PAT's are 2-Point Conversion attempts.
Safeties: Following a SAFETY, there is no free kick. Instead the team scoring the safety automatically receives the ball in AVERAGE field position.
Onside Kicks: In lieu of an onside kick, a team can attempt an "onside conversion". In FDF this is done by attempting the 4th Down - Go For It! play. If successful, they keep the ball in GREAT field position.
Overtime: In the AAF OT rules, each team received the ball at the 10-yard line with a chance to score a touchdown and a 2-point conversion. If the two sides were tied at the end of one session, the game ended in a tie. In FDF, each team may roll once once on the drive chart with GREAT field position. There is no option to use the 4th Down - Go For It! chart, but all FGA's are treated as a TD PASS result. Use the 2-Point conversion chart as usual.
Touchdowns: Touchdowns are worth 7 points.
PAT Conversions: 1-point Action Point (AP) may be tried after a touchdown using the AP range on the team card.
Overtime: Overtime in the regular season is one 15-minute period, divided into two halves of 7½ minutes, each starting with a kickoff by one of the teams. The complete overtime was always played; there was no "sudden death" feature. In FDF, each "half" is 6 ticks of the clock. Note that in 1975, the WFL changed its overtime to the 15-minute sudden-death period, and this should be used in any 1974 Playoff OT scenarios as well.
Q: Is there a calculation for point spread based on team qualities?
A: I've devised the following system for calculating point spread and over/under between two pro teams in FDF based on their qualities.
To find the point spread between two FDF Pro Teams, find the implied score for each team and then calculate the difference. The over/under will be the sum of the implied scores.
Calculating the implied score for a team:
Step 1: Scoring Quality Points
PROLIFIC = 30
PROLIFIC• = 27
No PROLIFIC or DULL quality = 22
DULL• = 17
DULL = 14
Step 2: Efficiency Points
SUPER EFFICIENT = 3
EFFICIENT = 2
EFFICIENT• = 1
INEFFICIENT• = -1
INEFFICIENT = -2
Step 3: Adjusting for Opponent (using opponent DEFENSE scoring qualities)
STAUNCH = -8
STAUNCH• = -5
INEPT• = +5
INEPT = +8
Step 4: Home Field Advantage Points
Home Team = 2
Step 5: Points for all other qualities (2 step process)
Sum all remaining team offense & defense qualities (not including PROLIFIC/DULL/STAUNCH/INEPT)
Positive Quality = 1 point
Negative Quality = -1 point
SEMI (•) Positive Quality = 0.5 points
SEMI (•) Negative Quality = -0.5 point
Divide the sum by 2 and round to the nearest whole number. This is the final value for step 4.
Step 6: Sum the values from steps 1 through 5 for the teams implied score. Compare the implied scores for both teams for the point spread, and add the implied scores for the over/under.
Note: You will have to use your own judgement for how to reduce implied scoring if the game is to be played in poor weather conditions. Reducing 7 from each team is a safe adjustment.
For example, let’s say that the 2021 Pittsburgh Steelers are visiting the 2021 Indianapolis Colts.
Pittsburgh is EFFICIENT & PUNISHING on offense, and UNDISCIPLINED on defense. Their implied score is 24, calculated as follows: 22 (step 1) + 2 (step 2) + 0 (step 3) + 0 (step 4) + 0 (step 5).
Indianapolis is PROLIFIC•, DISCIPLINED & INEFFICIENT on offense, and AGGRESSIVE on defense. Their implied score is 28, calculated as follows: 27 (step 1) + -2 (step 2) + 0 (step 3) + 2 (step 4) + 1 (step 5).
The point spread will be Colts (-4) and the over/under would be set at 52.
Q: Are there any adjustments if I want to play a Div 1 FCS team vs. a Div 1 FBS team?
A: Yes, it is a two step process. First, reduce the SRS rating of the FCS team by 15 before determining any possible STAR quality. Second, if the FCS team has a full PROLIFIC or full STAUNCH quality, reduce it to a SEMI quality. If the FCS team already has a SEMI PROLIFIC or SEMI STAUNCH quality, do not make any changes.
Q: Are there any adjustments if I want to play a Div 1 FCS team vs. a Div II team?
A: Yes, it is a two step process. First, reduce the SRS rating of the Dive II team by 20 before determining any possible STAR quality. Second, if the Div II team has a full PROLIFIC or full STAUNCH quality, reduce it to a SEMI quality. If the Div II team already has a SEMI PROLIFIC or SEMI STAUNCH quality, do not make any changes.
January 2026 FAC Edition Update
On 1/28/26, it was announced that there will be changes to some of the cards. Can you list what cards are being changed?
10 cards are being updated to improve game timing and scoring:
Card 4 drive time changes from 2:00 to 4:00
Card 17 drive time changes from 1:30 to 4:00
Card 18 drive time changes from 2:00 to 4:30
Card 20 drive time changes from 2:30 to 4:30
Card 27 adds a DULL offense? check to the top of the card
Card 28 drive time changes from 2:30 to 4:00 and adds a DULL offense? check to the top of the card
Note that some early copies of the update don't have the timing change on this card. If this applies to you, send email to alwilson3d6@gmail.com requesting an updated "Card 28" and I will mail one to you.
Card 35 drive time changes from 2:30 to 4:00
Card 38 drive time changes from 2:30 to 5:00
Card 68 removes the DULL offense check. If it's not a season prior to 1987, the result is a PUNT
Card 69 removes the DULL offense check. If it's not a season prior to 1987, the result is a PUNT
How can I order a set of these 10 new cards?
Here is the link to the update: https://www.thegamecrafter.com/games/fdf-fac-edition-update
Will the revised cards be included in new purchases?
Yes, any new purchases of the FAC Edition after 2/1/26 will include the updated cards
Do I have to order the cards?
You do not. These changes refine the game, but do not fix anything that is inherently broken. Instead of purchasing the updated cards, you can take the following steps with the original Drive Results deck.
The changes to cards 4, 17, 18, 20, 28, 35 and 38 slightly increase the average drive time, ensuring a more realistic number of drives per team. To apply this change with the original deck, draw down to 56 cards instead of 60 when creating the deck for the half. You will have 4 fewer cards for the first and third quarters.
If playing a game taking place in 1987 or later, remove cards 68 and 69 from the game. Include them in the initial removal of 12 cards for the half - or 15 cards if applying change #1 above. Leave them in the game for seasons prior to 1987.
Make a note on cards 27 & 28 that a DULL offense also results in a PUNT.
Can you provide the updated card images so that if we sleeve our cards we can make the change ourselves?
Yes! See this link for the file that will allow you to do that.
The rules say to use the first card drawn from the Drive Results deck for the drive result, but does it matter - can use the last card drawn instead? For example, let's say the timing portion of the first card of the drive reads 2:30, burn 4 cards. What I've been doing is draw four more cards and read the drive result off the fourth card, not the first card (the one with the timing on it). Does it matter which card you read the drive or are the time and drive interrelated?
The game should be played by the rules as written (use the result from the first card) for the following reasons:
1) The drive result and drive time are correlated. Your proposed method could lead to a 5-minute drive that ends with a safety - highly unrealistic.
2) The player is expected to know the outcome of the drive before you implement the EFFICIENT quality per the rules of the game.
3) When time is running out, you are told what could have happened had the team only had more time or been more efficient with the clock. This doesn't impact gameplay but is a big part of the story-telling aspect of the game.
Cards 45 & 46 have a result where a team moves into GREAT field position, and flips for a new drive result. Do any additional cards get discarded when the new (second) FAC is flipped?
Yes, you play the second FAC for the drive just like the first, discarding the necessary number of cards before resolving the drive. In summary, the drive time will be the sum of BOTH FACs and their required discards.
For the end of the 2nd and 4th quarters, if you don't have enough FAC cards to satisfy the number of cards that need to be burned based on the drive, the drive ends. How does this work for the 1st and 3rd quarters? For example, if there are 5 cards to burn for a drive, but only 3 FAC cards left in the first quarter, do you complete the drive and only burn the 3 remaining cards?
In pro football, drives often begin in the first quarter and don't complete until the second quarter. (Same for 3rd and 4th). In FDF, drives can span the 1st/2nd and 3rd/4th quarters. In this example, you would still burn all five cards for the drive. The "End of 1st Quarter/End of 3rd Quarter" card is only there for narrative purposes, it doesn't effect play timing.
Can you explain how I should be using the EFFICIENT and INEFFICIENT qualities?
This is the one gameplay mechanic that trips people up the most, so don't feel bad if you happen to be struggling with it. I will start by explaining INEFFICIENT as it's the easier of the two qualities.
If a team is INEFFICIENT, it means that it will be harder for them to come back and take the lead when they find themselves behind in the last 5 minutes of either half. So, if an INEFFICIENT team 1) is losing, and 2) starts a drive with 5 or less minutes in the half or the drive hits/passes the 5-minute mark during the timing/discard process, then you will burn/discard 3 additional FACs when resolving the drive. Note that check #1 in the previous sentence refers to the score at the beginning of the drive.
If a team is EFFICIENT, you will need to make the best choice on behalf of the team - channeling your inner Andy Reid - because they are able to extend or reduce drive times by up to 3 cards, whatever is the better strategic choice. The timing of this rule is the same as INEFFICIENT - it comes into play if a drive starts with 5 or less minutes in the half or the drive hits/passes the 5-minute mark during the timing/discard process. Before beginning to determine what approach to take, you first need to make sure that the result of the drive isn't a turnover on downs, fumble, interception, or safety. If it's one of these four, then the EFFICIENT quality is not allowed to be activated - you can ignore it. Let's continue assuming the quality is still in play...
If the EFFICIENT team is winning at the strart of their drive, it will be in their best interest to take more time off the clock. So in this case, add as many cards to the drive (up to 3 for an EFFICIENT team and up to 5 for a super EFFICIENT team) as makes sense. If it's the end of the game, this mechanic may allow the team to completely run out the clock. If it's the end of the half, this mechanic may allow the team to end the half with a score.
If the EFFICIENT team is losing at the start of their drive, how they use their quality will depend on the Drive Result. If it puts them into the lead, then they will want to burn more time off the clock, and if they will still be losing at the end of the drive, they will want to preserve time. So while the application of the EFFICIENT quality is up to the gamer, the choice to add time or remove time from the Drive Result should always be clear depending on the score and time remaining in the game.
What if a team is semi EFFICIENT or semi INEFFICIENT? (EFFICIENT• or INEFFICIENT•)
You treat this like any other semi-quality. Once you realize that the quality may come into play, you will roll a die to see if they have the quality that drive or not.
I'm still not understanding the end of half timing process, can you provide some examples?
Sure! These examples are all re-purposed from the rules from the original game, but I have changed the references to "ticks" to "cards". The teams referenced are:
2021 Pittsburgh: EFFICIENT
2021 Indianapolis: INEFFICIENT
Scenario #1: EFFICIENT team drains the clock at the end of the first half
There are 5-minutes (10 cards) left in the first half, and Pittsburgh scores a touchdown with a 9-card (4:30) drive. Since they are EFFICIENT, they add an extra card to exhaust the game clock and the half ends after the extra point. Note that it doesn’t matter if Pittsburgh was winning or losing, as it doesn’t come into play with the EFFICIENT quality.
Scenario #2: EFFICIENT team uses quality to score a touchdown
There are 5 cards (2:30) left in the first half, and Pittsburgh's drive result is a TD result that takes 3:30 off the clock. Since they are EFFICIENT, they can subtract 2 cards from the drive timing, scoring the touchdown! The half ends after the extra point.
Scenario #3: First Half appears to end on scoring play for INEFFICIENT team, but time runs out
There are 7 cards (3:30) left in the first half, and Indianapolis is losing the game. They flip a 3:30 Drive Result for a TD, but their INEFFICIENT quality forces them to add a 3 cards to the timing meaning that time ran out and the result of the drive is “End of Half.” Note that if they were winning or the game was tied, the score would have stood - as the INEFFICIENT quality is only active when the team is losing.
Scenario #4: First Half ends on scoring play for INEFFICIENT team
There is 2:30 (5 cards) on the clock in the first half, and Indianapolis is losing the game by a field goal. They roll a 1:00 drive (2 cards) to score a touchdown, and their INEFFICIENT quality forces them to add 3 more cards to the timing. The result is still a touchdown and the half ends after the extra point. Note that even though they are now winning, the INEFFICIENT quality is still used since it’s the score at the beginning of the drive that matters.
Scenario #5: Late first-half drive for EFFICIENT team
There is 6:00 left in the half (12 cards), and Pittsburgh's 3:00 (6 cards) drive results in a punt. Since the drive extends into the final 5-minutes of the half, you decide that they will use the option to add 3-cards to their drive. The result is that Indy will have fewer cards (less time) to work with on their ensuing drive. Remember that the EFFICIENT and INEFFICIENT timing rules take effect as soon as the play extends into the final five minutes of the half - it doesn’t have to start in the final five minutes.
Scenario #6: EFFICIENT team blocks use of the Desperation Play at the end of the game
This scenario combines a couple rules. There is 1:30 left in the game (3 cards), Pittsburgh has the ball, and they trail 17 to 20. They flip a 1:00 (2 card) FGA Drive Result, add one card to make it a 1:30 drive, and the kick is good! Since the drive used exactly the last card on the clock, Indianapolis would normally get a chance for a kick return and a Desperation Play. But because Pittsburgh is EFFICIENT, they tied the game as time expired per the “Desperation Play EFFICIENT exception." From the rules:
Scenario #3: A losing team [that] gains possession following a kickoff with either 0 or 1 Drive Result cards remaining [can use the Desperation Play]
Exception for Scenario #3: If the team kicking-off that just scored is EFFICIENT, then they ran out the clock on their scoring drive - the half is over.
Scenario #7: Failed end-of-game comeback by INEFFICIENT team
There is 2:30 (5 cards) left on the clock in the game, Indianapolis has the ball, and they trail 20 to 26. They flip a 2:30 TD, but their INEFFICIENT quality adds extra time to the drive. Time runs out on them and the game is over.
Scenario #8: INEFFICIENT comeback followed by Desperation Play
There is 3:30 (7 cards) left on the clock in the game, Indianapolis has the ball, and they trail 20 to 26. They flip a 2:00 (4 card) TD, and their INEFFICIENT quality adds 3 cards to the drive - using the full game clock. They make the extra point, taking a 27-26 lead. However, they must still kick-off to Pittsburgh. If Pittsburgh doesn't score or turn the ball over on the kickoff, then they will immediately uses the Desperation Play as time expires...
In this scenario, the inefficient use of the clock benefited Indy. While this can happen from time to time, it is not common and generally the INEFFICIENT quality will be a detriment to the team that has it.
Scenario #9: Punt return creates last second FGA to end the game
There is 3:00 (6 cards) left in the game and Pittsburgh is leading 24 to 22. They flip a 1:30 (3 card) punt result, and decide to increase the drive to 6-cards before flipping for the punt. The return gives Indianapolis GREAT field position! They roll 1d6 to determine if they are in field goal range. On an odd result, they are in range and will have a field goal attempt. On an even result, they are out of field goal range and will use the Desperation Play. The result is odd!!
Scenario #10: Invoking the Exception to the Golden Rule!
The golden rule is that if a drive result uses more time than is left on the clock, the team ran out of time and the result of the drive is "End of Half". The exception is: If the result of the last drive of the game is a TD, but the drive costs exactly one more Drive Result card than is left in the game, a losing or tied team will convert that TD result into a FGA as time expires. Make sure to apply any EFFICIENT or INEFFICIENT effects prior to using this rule. Note that if the result of the last drive is a FGA, then the team did NOT make it into field goal range, and the game is over - this rule can only be used with a TD result.
This exception/mechanism is a lot of fun when it triggers. Pittsburgh is losing 31-30 with 2:30 (5 cards) left in the game. They flip a 4:30 (9 card) drive with a touchdown result, and their EFFICIENT quality allows them to reduce the drive to 6 cards, just one more card than what remains! They can now use the special rule for a field goal attempt to win the game!
Scenario #11: Invoking the Exception to the Golden Rule! Part 2!
Indianapolis is losing 31-30 with 2:30 (5 cards) left in the game. They flip a 1:30 (3 card) drive with a touchdown result, but their INEFFICIENT quality turns into a 6 card drive, just one more card than what remains! They (too) can now use the special rule for a field goal attempt to win the game! Yes, even INEFFICIENT teams can take advantage of this rule!
Scenario #12: Invoking the Exception to the Golden Rule! Part 3!
A team without any EFFICIENT or INEFFICIENT quality is losing 31-30 with 3 cards remaining (1:30). They roll a 4-card drive with a touchdown result, one more card than what remains! They can now use the special rule for a field goal attempt to win the game!